ESC Artiste
The Pot is heavier than Ridley
Hello, everyone! I noticed there was no Roy thread for the latest release of Brawl-, so I decided to make one.
So, what got changed for Roy in 4.0bc? Not much really, other than everything that he needed to get buffed. I literally changed my main from Wolf to Roy upon a version change, which says a lot considering I still use Wolf (and Marth) at times. So, what happened to Roy? Well...
ROY'S OUR BOY!!!
Addendum: I will also make an additional thread for RoyDash Tech submissions, so y'all can post some mind-blowing combo videos using RoyDash Techs and such.
So, what got changed for Roy in 4.0bc? Not much really, other than everything that he needed to get buffed. I literally changed my main from Wolf to Roy upon a version change, which says a lot considering I still use Wolf (and Marth) at times. So, what happened to Roy? Well...
- Up-Smash: It's f*cking beautiful. It has vertical hit-boxes just as high-if not higher than that of Ike's Up-Smash, and and they last surprisingly long in the end animation. Plus, it has hit-boxes behind Roy during the start-up. I get hits at times unintentionally because my opponent comes from behind to grab, and they end up getting tagged by the start-up hit-boxes. Not even mentioning how stupidly strong it is vertically, killing around 60-70 percent on some stages. There's also weird hit-boxes that send the opponent horizontally at scary speeds. Overall, this is, in my opinion, Roy's best KO option if the stage has a low ceiling blast zone.
- F-Tilt: From what I can tell, it has less end lag, allowing Roy to get away quicker if he misses. However, the flame projectile is still short and somewhat slow compared to many other projectile users, so it's main use is for long-range poking and edge-guarding with follow-ups. It is now very good, but it could be better.
- Tapped/C-Stick F-Air: Awkward to use, really. The F-Air is already difficult to pull of, though with some practice can be set-up to get some good combos. However, the Tapped (C-Stick) F-Tilt makes this move very frustrating, as the jump comes out too quick to follow up with something like a Neutral Air and become wide open for your opponent. If anything, I would suggest taking out the jump, and make the Tapped F-Air just have the second hit cancelled into another Aerial, thus allowing Roy to make his own variation of the Ken Combo. Otherwise, it's annoying and a needless bother.
- Neutral-Air: My god, this Aerial is strangely powerful. Like, horizontal KO at 50 percent powerful. It's so good that it's too good. Whether that is fine with you depends on how much the N-Air hits you per match. >
- Side-B: Still has the bullsh*t Spike at the 3rd Upper Swing. Though it's quite hard to land, so it can't be abused as much as it theoretically could. Otherwise, the rest of his Swings are fine.
- Aerial Side-B: I. LOVE. THIS. MOVE. There are so many options you can take after executing this move. Along with the fact it can be done more than once as long as it's in the air (similar to Ike's Side-B), it's obscenely good, and I'm surprised nobody has figured out its potential. So, without further ado, let me introduce you to the RoyDash.
- RoyDash/Fire Fart: Simply, Shorthop into Aerial Side-B. That is it. It's actually quite hard to execute in a match-especially with a GameCube controller (Y/X to B). However, once mastered, its applications are amazing. It acts like the Wavedash, where instead of inputting shield to slide, the Side-B does it for you, making it easier to combo. However, unlike the Wavedash, you can input Roy's aerials immediately afterwards, avoiding the risks from normally getting up close to your opponent to achieve a critical hit, allowing his aggressive fighting style to shine brighter than ever before. It also can be done twice as a follow-up on certain stages. The only downside to this is the player's control over it. Because of its behaviour similar to the Wavedash, it can lead to unwanted SD's (I have done it before, still learning to control better), so be wary of where you are on stage. Below are Roy's signature techniques with the RoyDash (all are recommended to use in a match):
- Double Draw: RoyDash + F-Air. Edit: Not as hard to use as I thought previously, and has some nice appliactions such as racking up damage and edgeguarding. It does have limited utility, but nonetheless it works quite well for what it is. However, if the F-Air/Tapped F-Air gets adjusted like I mentioned above, this limited tech could turn into a very dangerous one (RoyDash + Ken Combo? YES PLEASE!!).
- Critical Poke: RoyDash + U-Air. Still has limited utility like with the F-air, but is quite effective for upward poking and KGB. The Critical Poke is especially effective when juggling opponents dashing from side to side, so long as you have the control to do so. Roy's U-Air is also very strong, so you don't have to worry about not getting enough space from your opponent if their in the air. Again, limited, but is very useful for what it does, so utilize it with utmost possibility.
- Juke Thrust: RoyDash + B-Air. Utilizing Roy's normally mediocre B-Air, the Juke Thrust creates an effective mix-up if your opponent expects an attack from the front. This is the only tech that allows for throwing your opponents off guard and making them panic, allowing you to read them like an open book. This tech is somewhat risky however, as it requires you to condition your opponent to expect a frontal attack. Nonetheless, once in your 'opponent's head', you can then read off of their panic inputs, and the payoff is huge.
- Flame Dab: RoyDash + D-Air. Jokes aside, the Flame Dab makes his D-Air even more dangerous, as it allows him to cover more horizontal distance offstage to land a spike. Roy's fire trail also looks epic as an additional bonus. Most of the time you will be able to recover back on stage without much of a problem, even if you miss-just be wary using this tech. Nonetheless, this tech is very good offstage and on-stage as a mix-up. Not to mention Roy dabs while performing it. Edit: Upon pausing, Roy is not truly Dabbing. It's only a pseudo-dab, which I'm a little bit nettled about that-though his incredible forward momentum makes him look like he is. I'm not going to complain... ;_;
- Quick Strike: RoyDash + N-Air. THIS IS HIS BEST TECH AS OF RIGHT NOW. Because of RoyDash's forward momentum increase, it allows for Roy's N-Air to cover more distance and if executed quick enough, can allow for both hitboxes on the N-Air to connect. Even better, your opponent is still in hitstun after the Quick Strike connects, and this tech is ridiculously fast. However, it's main drawback is N-Air's ridiculously big KGB, so follow-ups are quite difficult to perform properly. Negating that drawback, this tech is one that should be feared. Edit: this may be changed to allow for more combo potential in Quick Strike. But for the time being, USE THIS TECH.
- RoyDash/Fire Fart: Simply, Shorthop into Aerial Side-B. That is it. It's actually quite hard to execute in a match-especially with a GameCube controller (Y/X to B). However, once mastered, its applications are amazing. It acts like the Wavedash, where instead of inputting shield to slide, the Side-B does it for you, making it easier to combo. However, unlike the Wavedash, you can input Roy's aerials immediately afterwards, avoiding the risks from normally getting up close to your opponent to achieve a critical hit, allowing his aggressive fighting style to shine brighter than ever before. It also can be done twice as a follow-up on certain stages. The only downside to this is the player's control over it. Because of its behaviour similar to the Wavedash, it can lead to unwanted SD's (I have done it before, still learning to control better), so be wary of where you are on stage. Below are Roy's signature techniques with the RoyDash (all are recommended to use in a match):
ROY'S OUR BOY!!!
Addendum: I will also make an additional thread for RoyDash Tech submissions, so y'all can post some mind-blowing combo videos using RoyDash Techs and such.
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