3.5 Roy Feedback Thread

Discussion in 'Roy' started by Kien, Jun 1, 2014.

  1. Kien

    Kien A Meaningless Circle Minus Backroom

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    They aren't supposed to both connect. It's basically a sex attack but without the lingering hitbox. Like... Ness?
     
  2. owo

    owo Active Member

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    hmm okay. It's just awkward to me since there's two sound effects, I thought it meant there were 2 hits.
    & I would accept that explanation/analogy but it makes no sense when in roy's case: there's a sword slash animation but no cut effect
     
  3. Kien

    Kien A Meaningless Circle Minus Backroom

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    Well, there are two sound effects to dictate when the move can hit. Are you saying it should hit twice? Because I can make it do that, but no one had better complain when people start spacing Roy for 24% nairs.
     
  4. NEWB

    NEWB New Member

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    The only way would be to give it it's own sound effect or speed up the attack further....

    Or you could give it only a single slashing sound or remove both sword trails so it's harder to tell there were two sword swings?

    I like the idea, but you may need to have it do two 6% hits instead of one 12%. You could get away with doing nothing if few people have qualms with it.
     
  5. owo

    owo Active Member

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    yes I'd prefer if it hit twice just for the animation's sake :p
    and if the move becomes too strong you can always tone it down.

    also on another note I was wondering if you could give me some insight on the jump cancel on the first hit of roy's f-air. It seems like the only noteworthy option out of the jump cancel is d-air (ken combo sorta)
     
  6. Thor

    Thor Well-Known Member

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    If people are worried 24% nair is too good, probably make each slash 9% for an 18% nair - after all, vBrawl MK had a 19% nair. I don't think many people would complain about 18% nair requiring good spacing (24% is kinda high, but I don't think I'd mind too much, actually).

    Never knew about JC on first hit of Roy's fair, but I have to wonder what more you could want from it than a ken combo, owo, as the ken combo is pretty darn good. Does it link to a second fair too?
     
  7. owo

    owo Active Member

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    I was just curious what the programmer's intentions were for the move; ken combos are always cool lol
     
  8. NEWB

    NEWB New Member

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    Ken combos? Explain?
     
  9. Kien

    Kien A Meaningless Circle Minus Backroom

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    It does in fact link into a second fair. But it's also good for pressuring. You can short hop fair approach and jump back if you hit a shield, etc. You could potentially jump cancel it into a neutral B. Never tried it, but I'd bet depending on DI you could fair jump cancel into up B.

    As for Ken combos, it's pretty much a chain of attacks leading into a Marth dair spike. Since Roy has 3 spike angles, Ken combos is kind of his thing. With Bair linking into fair on turn around, and fair linking into dair on immediate jump cancel it kind of works.
     
  10. Bashdemears

    Bashdemears Jiggs2stronk

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    Ken aka the King of Smash was a long time reigning champion of Melee. He invented alot of the tricks of Marth that are still relevant in brawl and minus. the Ken combo is Fair- jump -Fair-dair almost garunteed ko if you space it right. Doing it without the midar jump is a jumpless ken combo.
     
    Last edited by a moderator: Jun 4, 2014
  11. Thor

    Thor Well-Known Member

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    I always though the official Ken Combo was just fair -> jump -> dair, but a longer, oft-used version is SH fair -> land -> FH -> fair -> DJ -> dair. Works best if they DI in and you land tipper fairs because those send at a more vertical angle.

    Jumpless Ken Combo is hard, they pretty much have to DI down or else they won't get hit by it.
     
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  12. Other Aether

    Other Aether Mediator

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    It's typically fAir>fAir>dAir. I've seen it done with 3 fAirs before, although that was just dumb luck with the opponent's DI.
     
  13. NEWB

    NEWB New Member

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    I like Roy, but I can't get a handle on him. I still can't so his third hit for double she dance no matter what I do. If the timing is melee, I'll never get it, as I never got it in melee. I also can't hit with Nair at all.

    A couple other things... His get up attacks are identical in speed, below and above 100%
    Isn't below 100 supposed to be faster? Also, his counter and air sideb seem to share the exact same animation. Kinda lame.
     
  14. Kien

    Kien A Meaningless Circle Minus Backroom

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    Counter and air side B don't share the same animation at all. His Air side B is the last hit of his DED side. You're seeing things I'm afraid.

    Would you like me to add more frames during DED to allow the third hit to come out?
     
  15. Thor

    Thor Well-Known Member

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    I think if NEWB practices, he might get it, but...

    why are there so few frames to begin with? After practicing I got it, but I admit I too was at first wondering why the third hit is rather difficult to land... is it for linking into ftilt or dtilt and so on?
     
  16. Kien

    Kien A Meaningless Circle Minus Backroom

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    Nope. It's just not as easy as Marth's to pull off. It never has been. But I can pull it off fine? Now that I think about it, I could make it chain into Dtilt... which chains into... Hmm..
     
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  17. NEWB

    NEWB New Member

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    Is it like melee? I practiced with melee and never got marth's or Roy's to work. Then I figured out the hits had to hit the foe, but I still have tons of trouble.... I might have done it successfully once, but that might have just been another attack.
     
  18. Kien

    Kien A Meaningless Circle Minus Backroom

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    I never checked Melee's input data so I'm not sure. But you don't have to hit the foe to continue.
     
  19. Bashdemears

    Bashdemears Jiggs2stronk

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    The timing just doesn't make sense ass the rhythm of the third hit is soo different than the other two
     
  20. Tybis

    Tybis Resident Minusaur Minus Backroom

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    The timing of the third hit is just a little more delayed, that's all. Easy to get used to though, at least for me.
     
  21. Kien

    Kien A Meaningless Circle Minus Backroom

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    I just wanna say that I reworked Roy today and yesterday taking all suggestions into account (aside of DED timing) and I hope you all will find him as enjoyable as I do when the time comes. I've also fixed every single issue regarding him aside of SFX related things so, look forward to that.
     
  22. TenZa

    TenZa New Member

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    Oh lord please don't change his aerial side-b... I love how short of an animation it is, making it very much akin to a Shiek fair (volleyball smack). 99% of the time the angle it sends at is unrecoverable which I think is perfect for Roy
     
  23. Kien

    Kien A Meaningless Circle Minus Backroom

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    The angle will be preserved. I can assure you that Roy will be better off.
     
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  24. Kymaera K1ng

    Kymaera K1ng A PMCC player

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    Roy should have less KBG on U-Throw and more... Something on U-Air. Also, less BKB but more KBG on U-Special.

    Other than that, great job!

    EDIT: If F-Throw launched slightly higher and D-Throw had more KBG, that would be great!
    Also, those sword trails are annoying as hell when they bug out.
     
    Last edited: Jan 8, 2016
  25. A Roy Player

    A Roy Player New Member

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