- 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.
- 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.
- 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.
- Dashdance: While he doesn’t have as good movement as Marth, he does have the same low dashdance to work with.
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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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
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