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*'''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 | *'''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 | *'''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 | *'''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 | *'''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 | *'''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 20:22, 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 |
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