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Meta Knights of Elibe: Discuss Roy Strategies and Technology Here

DarkDeity15

Smash Lord
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DarkDeityLink015
I was curious if anyone could give me some ideas on what to do for edge guards and roys OOS options? I feel like Roy has some reliable options OOS and I see a lot of top players shielding a lot more than I do, so I feel like I should be looking into using shield aggressively.

I moved this question since this thread seems more active than the Q&A thread and I wanted to track posts to this thread.
Seeing as how Blazer has super armor from frames 4-10 while the hitbox comes out frame 9, grab coming out frame 7 and Usmash coming out on frame 12, it's definitely not bad. But while it is good I don't think Roy's OoS options should be spammed or anything like that. Blazer is a crazy good option though since it comes out fast and kills. As for ledge guarding, Dtilt, Jab, falling Uair and run off to blazer back onstage/to the ledge are all good for edge guarding.

But I've been labbing the hell out of Dthrow and will be for a few weeks before I can give you guys a complete list of every possible Dthrow follow up on every character at every % from 0-100%. I've got 16 characters done so far. I will post them once I've finished going over everything.
 
Last edited:

DarkDeity15

Smash Lord
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DarkDeityLink015
I've finished refining the list, so here you have it.
Roy Dthrow combos:
Mario:
0%: Nothing guaranteed. Mario can Nair and trade with our Utilt, but he can escape with an airdodge, a dj or both.
10%: Jab can be avoided by DIing in. Sour Jab will hit if Mario DIs away.
20%: Mario can escape Utilt if he DIs away. Ftilt can be escaped by DIing in. Jab no longer combos as Mario can jump or airdodge.
30%: Same as above except sourspot Ftilt can be avoided by not DIing or DIing up, at which point sour Utilt can connect. Uair is now true.
40%: Same as above except Ftilt no longer works. Mario can escape Blazer and Nair by double jumping or double jump air dodging.
50%: Same as above except Utilt and a Ftilt no longer work.
60%: Blazer can be escaped by DIing away and double jumping. Uair is now guaranteed. Usmash will combo if Mario DIs in.
70%: Same as above except Fair is now true.
80%: Usmash no longer works.
90%: Blazer no longer works.
100% and above: Go for Uairs, Fairs or airdodge reads.

Fox:
0%: Sweetspot jab, Ftilt and DED are guaranteed. You can get a second jab after the first one but you won't get anything off of the second jab unless you read that Fox will shield so you can run up and grab him again. Jab won't combo into DED this early.
10%: Dthrow to jab into other things works now. Dthrow to Blazer is now true. Ftilt can be avoided by DIing in.
20%: Jab will miss if Fox DIs in.
30%: Jab no longer works. Fox can escape Utilt and Ftilt by DIing away. Nair is true (if Fox DIs away, jump forward, this is actually kind of hard to do if you don't use Cstick Nair). Usmash will cover inwards DI.
40%: If Fox doesn't DI, neither Ftilt nor Utilt will connect. Blazer can be avoided by DIing in. Usmash and Bair will cover this. If Fox doesn't DI, you can dash forwards a few frames and still connect a JC Usmash. However it can be avoided by DIing away.
50%: Fair is now true.
60%: Utilt and Ftilt no longer work. RAR/turn around Bair is now true if done perfectly.
70%: Same as above, RAR Bair is true.
80%: Usmash no longer works.
90%: Same as above.
100% and above: Blazer can be escaped by DIing away and air dodging. Go for guaranteed aerials or airdodge reads.

Zero Suit Samus:
0%: ZSS can escape from jab and Ftilt by DIing in. DED after landing a Jab for max damage.
10%: You can no longer connect a buffered DED 1 after a jab because ZSS is a bit too high, so just go straight for DED instead of jab. Dthrow to DED can be escaped by DIing in too though. Blazer is true, but if ZSS DIs in some weird thing will happen where only one hit will connect and Blazer won't link up properly. Ftilt will not connect if ZSS DIs in. She can also escape Utilt by DIing away.
20%: As above.
30%: Up tilt will miss even with no DI. DED no longer works. However you can jump and still land the upward variations. Usmash will hit if ZSS DIs in to avoid Blazer even though Blazer is guaranteed anyways.
40%: Ftilt can be escaped by DIing away. Uair, Fair and Nair are now true.
50%: Ftilt only works if ZSS doesn't DI. Utilt doesn't work at all. Perfect turn around/RAR Bair is now true. Usmash works without DI if you dash forwards for a few frames. Blazer can now be avoided by DIing in.
60%: Ftilt no longer works.
70%: As above.
80%: Usmash no longer works. Start going for RAR Bair kills at the ledges, otherwise just Fair or Nair.
90%: Blazer will start killing in some scenarios. If you buffer Blazer and she doesn't DI, the final hit will not connect and ZSS will fall out. Delay Blazer for just a few frames to compensate, or better yet, don't go for Blazer at all.
100%: Perfect RAR/turn around Bair will likely net you the kill, but if you aren't confident you can land it you can go for an airdodge read instead, or just Fair and get ZSS offstage. Blazer no longer works.

Falcon:
0%: Nothing guaranteed.
10%: Jab is guaranteed, however you'll get the sour spot if Falcon DIs away. DED can be avoided by DIing in. Utilt can be avoided by DIing away.
20%: Ftilt can be escaped by DIing in.
30%: As above.
40%: Falcon can escape Blazer by DIing away and airdodging.
50%: Falcon can escape Ftilt by DIing away. Falcon can escape Blazer by DIing in or DIing away and airdodging. Nair and Uair are now true.
60%: As above.
70%: Falcon can now only escape Blazer by DIing in. Usmash will now combo if Falcon DIs in to avoid Blazer.
80%: Fair and perfect turn around Bair are now true. Regular Bair will cover inwards DI.
90%: As above.
100%: Blazer can now be escaped by DIing away and airdodging again. Uair and Fair will continue to work until very high %.
110%: Turn around Bair is now a 50/50. If they DI away however you'll end up getting the sourspot so you're better off just Fairing.

Cloud:
No Limit Break:
0%: Jab is true. Go for DED after Jab for max damage.
10%: Jab and Ftilt are guaranteed. DED will miss if Cloud DIs in. DED 1 will not connect after Jab.
20%: When going for DED, you must use the upward variations or DED won't combo properly. Utilt can be avoided by DIing away. You will get a sour jab if Cloud DIs away.
30%: Cloud can avoid both Ftilt and Jab by DIing in.
40%: Uair is guaranteed. DED will now miss if Cloud DIs up.
50%: Ftilt can be avoided by DIing away. FH Nair is guaranteed. Up b can be avoided by DIing in or DIing away and airdodging.
60%: As above except Utilt only works if Cloud DIs in. Usmash and Bair will start to combo if Cloud DIs in so go for those instead. DED no longer works.
70%: Fair is now true. Cloud can only avoid Blazer by DIing in.
80%: As above except turn around Bair works with no DI.
90%: Blazer can now be escaped again by DIing away and air dodging.
100% and above: Go for Fairs or Nairs most of the time to get him offstage or read an airdodge.

With Limit Break:
0%: Jab is guaranteed. Jab to DED is also guaranteed after Dthrow. Blazer can be avoided by double jump airdodging.
10%: Ftilt can be escaped if Cloud DIs in and air dodges. Utilt can be escaped by DIing away. Blazer doesn't work.
20%: If Cloud DIs away you will get sour jab. Blazer can be avoided by DIing away or jumping. Ftilt and DED will miss if Cloud DIs in.
30%: As above except Blazer doesn't work.
40%: Jab will miss if Cloud DIs away or in. Blazer can be escaped by DIing in or DIing away and airdodging. Uair and Nair are guaranteed. You will get a sour Uair if Cloud DIs away.
50%: As above.
60%: Jab no longer works. Ftilt will miss if Cloud DIs away. Usmash will hit if Cloud DIs in to avoid Up b.
70%: Up b will hit Cloud when he DIs away if you hold forward. Utilt will miss with no DI or by DIing away. Fair is now guaranteed. If Cloud doesn't DI, you can still land Usmash by dashing forwards a few frames.
80%: Ftilt and Utilt no longer work.
90%: As above except dashing forwards a few frames to land Usmash if Cloud doesn't DI no longer works.
100%: Usmash and Blazer will start killing in some scenarios.
110%: Usmash and Blazer will no longer work. Go for Fairs, Nairs, Uairs or airdodge reads.

Rosalina:
0%: Nothing guaranteed.
10%: Ftilt can be avoided by DIing in. Utilt can be escaped by DIing away. Rosa can avoid Blazer by DIing in and airdodging.
20%: Rosa can avoid Ftilt by DIing up.
30%: Usmash will connect if Rosa DIs in to avoid Blazer. Utilt and Ftilt will miss with no DI. Uair and Nair are true.
40%: Ftilt no longer works. You can catch Rosa if she doesn't DI with Usmash by dashing forward for a few frames. Regular Bair will start catching inwards DI/no DI.
50%: Utilt and Usmash no longer work. FH Fair is now true.
60%: As above.
70%: Perfect RAR/turn around Bair is guaranteed.
80%: Rosa can escape Blazer by DIing away and airdodging. FH RAR/turn around Bair no longer works.
90%: Blazer no longer works.
100%: Only Uair is guaranteed, aside from that, nothing works.

Diddy Kong:
0%: Only Jab is true, which you can get DED off of.
10%: Utilt can be avoided by DIing away. Diddy can escape from Jab and Ftilt by DIing in.
20%: Diddy can avoid Blazer by DIing away and airdodging.
30%: If Diddy DIs in, all he can do to escape Usmash is airdodge or frame perfect double jump airdodge. Uair can be avoided by DIing away.
40%: Jab no longer works. Uair is true, but if Diddy DIs away you will get the sourspot.
50%: Nair is now true. Diddy can only escape Blazer by DIing in. If Diddy tries to avoid Blazer by DIing in, Usmash will combo. Ftilt no longer works, and Utilt will only connect if Diddy DIs in (when you should be going for Usmash instead).
60%: Bair will connect if Diddy DIs in (no RAR or turn around)
70%: As above.
80%: Usmash will start killing in some scenarios. Fair is now guaranteed.
90%: Usmash no longer works. Go for FH Bair if Diddy DIs in instead.
100%: Diddy can now escape Blazer by DIing away and airdodging again. Only buffered FH Fair is true.
110% and beyond: Go for Fair and air dodge reads.

Pikachu:
0%: Jab is true, but Pika can jump away before you can get anything off of it. DED is true out of Dthrow but do the up variation for the second hit if you want it to combo properly. Utilt and Ftilt are guaranteed as well.
10%: DED no longer works. Pika can escape Utilt by DIing away. It can also escape Jab and Ftilt by DIing in. Blazer is now true.
20%: Sweetspot Utilt will hit if Pika DIs. Nair is true but Uair can be escaped by DIing away. Jab no longer works.
30%: Usmash will now combo if Pika DIs in to avoid Blazer. Ftilt will miss with no DI. Uair is true if you jump forward, but you will get the sourspot if Pika DIs away. Bair will combo if Pika DIs up or in, or doesn't DI.
40%: Utilt will miss with no DI and Pika can now escape Blazer by DIing in. Fair is now guaranteed. Ftilt no longer works.
50%: As above except Utilt no longer works. JC Usmash will catch Pika if it doesn't DI if you dash forwards a few frames.
60%: As above.
70%: Usmash no longer works. Go for double jump Bairs or Fairs instead to cover inwards DI. Nair is no longer guaranteed.
80%: As above. If you haven't started to angle Blazer forward, you should now.
90%: As above.
100% an above: Pika can now escape Blazer by DIing away and airdodging. Go for double jump Fair, double jump Bair or an airdodge read to secure the stock.

Sheik:
0%: Jab is true. You can combo this into DED for max damage. Ftilt, Dtilt and Utilt are true.
10%: As above except Sheik can escape Utilt by DIing away. She can also escape Jab and Ftilt by DIing in. Sheik can also avoid Blazer by DIing in or by DIing away and airdodging. Utilt or Ftilt will cover this. Blazer isn't really safe on hit this early though. Dtilt no longer works.
20%: If Sheik DIs away, you will get a sour Jab. Nair and Uair are now true, but you will get a sour Uair if Sheik DIs away. Sheik can now only avoid Up b by DIing in.
30%: Jab no longer works. Ftilt will miss if Sheik DIs up or doesn't DI.
40%: If Sheik DIs in to avoid Up B, Usmash and Bair will start to combo. Bair will also hit with no DI.
50%: Ftilt and Utilt no longer work. Fair is now true.
60%: You can catch Sheik if she doesn't DI with a JC Usmash by dashing forwards a few frames
70%: Usmash will start killing is some scenarios.
80%: Usmash no longer works. Go for a FH aerial to cover inward DI instead. Up b will start killing in some scenarios.
90%: As above.
100% and above: Sheik can now escape Up B by DIing away again. Go for Fair or Nair if she DIs away because if you miss Up b you're in big trouble.

Bayonetta:
0%: Jab is true, combo Jab into DED for max damage. Bayo can DI away to avoid Utilt and she can bat within Ftilt and Blazer.
10%: Ftilt it true. If Bayo DIs in, Blazer will not link properly and if she DIs away she can bat within. If she DIs away, sour Jab will hit.
20%: As above except sour Ftilt will hit if she DIs away and Jab will miss entirely.
If Bayo DIs in, she can bat within Usmash but the final hit will get her anyways.
30%: No point in going for Jab anymore since even if Bayo doesn't DI, you'll get the sourspot. Ftilt will miss if Bayo DIs away and Utilt will miss with no DI. She can escape Up B by DIing away and using bat within. She can also escape Ftilt by DIing in.
40%: Bayo can no longer use bat within to escape the multi hits of Usmash although Blazer is true now. If Bayo does not DI, JC Usmash will catch her if you dash forward a few frames. She can bat within but the final hit will land regardless. Nair and Uair are true while Bair will combo if Bayo DIs in. She can bat within Bair if she doesn't DI. She can can bat within Fair.
50%: As above
60%: Fair is now true. Ftilt no longer works. Bayo can no longer bat within Bair if she doesn't DI.
70%: Bayo can now escape Up B by DIing in (Usmash will cover this). Bayo can no longer bat within if you cover no DI with Usmash by dashing for a few frames.
80%: Usmash will start killing in some scenarios. Dash forward to Usmash no longer works if you want to cove no DI.
90%: Up B will start killing in some scenarios. Usmash no longer works. Use aerials to cover inwards DI from here on out.
100% and above: Bayo can now escape Up B by DIing away and using bat within. Go for guaranteed aerials or airdodge reads from here on out.

Sonic:
0%: Nothing guaranteed.
10%: Sanic can DI away and you'll get sourspot Jab or he can avoid it completely by DIing in. He can escape Utilt by DIing away. Ftilt can also be escaped by DIing in.
20%: Jab no longer works. Ftilt will miss if Sonic DIs up. Utilt will miss with no DI.
30%: Uair is now true, however you will get the sour spot if Sonic DIs away.
40%: Ftilt no longer works. Sonic can escape Blazer by DIing away and airdodging or DIing in. Utilt no longer works. Nair is true.
50%: Nair isn't true anymore since Sonic is too far to reach with a buffered FH Nair while there not being enough hit stun.
60%: Sonic can avoid Blazer by DIing in or by DIing away and double jumping. Usmash and Bair will combo if he DIs in to avoid Blazer.
70%: Usmash no longer works. Use aerials to cover inwards DI from here on out. Fair is now true.
80%: As above.
90%: Blazer, Nair and Bair no longer work.
100% and above: Just go for Fairs and airdodge reads from here on out.

Mewtwo:
0%: Jab, Utilt, Ftilt and DED are true.
10%: Blazer is true. Utilt can be avoided by DIing away. No point in going for a jab anymore. DED no longer works.
20%: Ftilt can be avoided by DIing up. Nair and Uair are guaranteed.
30%: Ftilt no longer works. Usmash will connect if Mewtwo DIs in.
Bair will combo if Mewtwo doesn't DI or DIs in.
40%: Utilt no longer works. Fair is guaranteed.
50%: As above.
60%: As above.
70%: Usmash no longer works. Go for aerials or Blazer to cover inwards DI.
80%: As above. Perfect turn around Bair is true.
Blazer will start killing in some scenarios.
90%: Go for turn around Bairs, Fairs and Nairs. Mewtwo can now escape Blazer by DIing in and airdodging.
100% and above: As above except Mewtwo can now escape Blazer by DIing away and air dodging.

Marth/Lucina:
0%: Jab will only connect if Marth doesn't DI in or Dolphin Slashes. Utilt can also be escaped with Dolphin Slash. Nothing guaranteed.
10%: Utilt can only be avoided by DIing away. Ftilt will miss if Marth DIs in. You will get a sour Jab if Marth DIs away and it will miss entirely if he DIs in.
20%: Marth can escape Blazer by DIing in or by DIing away and airdodging/jumping away.
30%: Blazer is true if you hold forward when Marth DIs away, however if he does not DI, Blazer will not link properly.
40%: Blazer will now link properly. Jab no longer works and Ftilt will miss if Marth DIs up or in. If Marth DIs in, Usmash will connect. However, he can escape with dolphin slash. FH Nair and Uair is true, but you will get sour Uair if Marth DIs away. Bair will connect if Marth DIs in, but he can escape with dolphin slash.
50%: Ftilt (sour) will connect only if Marth DIs away. Marth can escape Fair with Dolphin Slash. He can no longer escape Bair or Usmash with Dolphin Slash if he DIs in.
60%: Ftilt and Utilt no longer work.
70%: Marth can no longer escape Fair with Dolphin Slash. Fair is now true. He can escape Blazer by DIing in and airdodging/hitting us with Dolphin Slash.
80%: Usmash will start killing in some scenarios.
90%: Usmash no longer works.
100% and above: Use aerials to cover inwards DI.
110%: Marth can escape Blazer by DIing away and airdodging/Dolphin Slashing.
120%: Blazer will continue to work if they don't DI. It's better to go for Uairs and airdodge reads though. Fair, Bair and Nair no longer work.

Roy:
0%: Jab is guaranteed. Combo Jab into DED for max damage. Ftilt can be escaped with a frame perfect double jump to air dodge. Utilt is true. Dtilt can be escaped by jumping away.
10%: Ftilt can be escaped by DIing in and air dodging. Utilt can be escaped by DIing away. Dtilt no longer works. Jab will be sour if Roy DIs away. Blazer can only be escaped by DIing away and airdodging/jumping away.
20%: Dthrow to Jab can no longer combo into DED reliably. Jab can be avoided by DIing in. Uair can be escaped by DIing away. Blazer can now be escaped by DIing in and airdodging.
30%: Nair is now true. Uair is true but you will get the sour spot if Roy DIs away.
40%: Blazer is now true.
50%: Buffered Bair and Usmash will now start to cover inwards DI. Utilt will miss with no DI and Ftilt will miss with inwards/upwards DI. Jab no longer works.
60%: Ftilt (sour) will only hit if Roy DIs away. Fair is now true.
70%: Ftilt no longer works. Blazer can now be escaped by DIing in again.
80%: Utilt no longer works.
90%: As above.
100%: Usmash will start killing in some scenarios.
110%: Usmash no longer works, so use aerials to cover inwards DI. Roy can escape Blazer by DIing away and jumping/airdodging, but it has a high likelihood of killing in some scenarios. Go for aerials and airdodge reads.

Corrin:
0%: Jab is true. Jab to DED for max damage. Utilt can be escaped by DIing away and air dodging.
10%: You will get sour Jab if Corrin DIs away and Corrin can escape Jab and Ftilt if he DIs in and air dodges/jumps. Utilt will miss if Corrin DIs away.
20%: Blazer can be escaped by DIing in or away and air dodging.
30%: Uair is guaranteed, however you will get the sourspot if Corrin DIs away. Blazer doesn't work.
40%: Nair is true. Jab no longer works. Ftilt will miss if Corrin DIs up or in. Blazer only works if Corrin doesn't DI.
50%: Ftilt (sour) will only hit if Corrin DIs away.
60%: Corrin can no longer epescape Blazer by DIing away and airdodging. Usmash and Bair will combo if Corrin DIs in to avoid Blazer. Ftilt and Utilt no longer work.
70%: Fair is now true.
80%: As above.
90%: Usmash no longer works.
100% and above: Corrin can now escape Blazer by DIing away and airdodging. Go for Fairs, Uairs and airdodge reads.

Link:
0%: Nothing guaranteed.
10%: You will get a sour jab if Link DIs away and he can avoid Jab by DIing in and air dodging. DED and Ftilt will also miss if Link DIs in. The upwards variations are advised. Utilt can be avoided by DIing away.
20%: DED no longer works. Ftilt is will miss if Link DIs in.
30%: As above.
40%: Uair is true, but you will get the sourspot if Link DIs away. Ftilt will miss if Link DIs up or in.
50%: Link can escape Blazer by DIing in or DIing away and air dodging/jumping. Jab no longer works.
60%: Ftilt no longer works.
70%: Utilt no longer works.
80%: Fair is true. Usmash and Bair will combo if Link DIs in. Link can no longer avoid Blazer by DIng away.
90%: Usmash no longer works. Link can now DI away and airdodge to avoid Blazer again.
100% and above: Blazer no longer works. Go for aerials and airdodge reads.
 
Last edited:

Fabulous32

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Jan 28, 2016
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Seeing as how Blazer has super armor from frames 4-10 while the hitbox comes out frame 9, grab coming out frame 7 and Usmash coming out on frame 12, it's definitely not bad. But while it is good I don't think Roy's OoS options should be spammed or anything like that. Blazer is a crazy good option though since it comes out fast and kills. As for ledge guarding, Dtilt, Jab, falling Uair and run off to blazer back onstage/to the ledge are all good for edge guarding.

But I've been labbing the hell out of Dthrow and will be for a few weeks before I can give you guys a complete list of every possible Dthrow follow up on every character at every % from 0-100%. I've got 16 characters done so far. I will post them once I've finished going over everything.
I guess the main OOS options I actually see (other than grab and sometimes blazer) are aerials. I see a decent number of higher level roys throw out a hit box, sheid, follow with aerial. I guess I don't see why they always seem to throw out the sheilds after a nair, fair, etc.
 

Shaya

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generally my oos options for Roy are movement.
Like,I know i have the time to jump now, or shield drop dash away or in.

Things like Blazer are good to force respect or punish unsafe stuff; but as it's super armor and it loses to grabs, it's generally better to pre-empt their landings/actions with it rather than waiting for something to hit your shield (crouch into up-b? priceless!). A lot of things in this game are safer than -9.


side-d is the near penultimate oos option (because it can be done out of a dash); and tippering DB1 allows it to combo nearly forever, which makes it generally our fastest/most intelligent OoS option. Transcended priority also means it's beating jabs/limb extensions from attacks/etc

It's a good 'indicator' oos option too, if you're hitting the sweet spot that's telling you:
1. that you're acting too late / timing is off.
2. you had other punishes available to you which would've worked (jab, grab, UP SMASH, blazer)

Sweet spot DB-1, which is intended to be a set up (one day i'll get this to be a thing in the air... maybe?) while not giving you any guaranteed follow ups is good to stop with at mid/high % - you can catch jumps with dash aerials and air dodges with super hard punishes (or crouch and whiff punish: blazer).

Otherwise sh or full hop nair/uairs OoS are semi-frequently available too (really good for cross overs, holy moly), If Full hop Bair OoS is possible, that's likely a combo string/set up too (or a KO; in that case maybe short hopping!)
 
Last edited:

Fabulous32

Smash Cadet
Joined
Jan 28, 2016
Messages
27
generally my oos options for Roy are movement.
Like,I know i have the time to jump now, or shield drop dash away or in.

Things like Blazer are good to force respect or punish unsafe stuff; but as it's super armor and it loses to grabs, it's generally better to pre-empt their landings/actions with it rather than waiting for something to hit your shield (crouch into up-b? priceless!). A lot of things in this game are safer than -9.


side-d is the near penultimate oos option (because it can be done out of a dash); and tippering DB1 allows it to combo nearly forever, which makes it generally our fastest/most intelligent OoS option. Transcended priority also means it's beating jabs/limb extensions from attacks/etc

It's a good 'indicator' oos option too, if you're hitting the sweet spot that's telling you:
1. that you're acting too late / timing is off.
2. you had other punishes available to you which would've worked (jab, grab, UP SMASH, blazer)

Sweet spot DB-1, which is intended to be a set up (one day i'll get this to be a thing in the air... maybe?) while not giving you any guaranteed follow ups is good to stop with at mid/high % - you can catch jumps with dash aerials and air dodges with super hard punishes (or crouch and whiff punish: blazer).

Otherwise sh or full hop nair/uairs OoS are semi-frequently available too (really good for cross overs, holy moly), If Full hop Bair OoS is possible, that's likely a combo string/set up too (or a KO; in that case maybe short hopping!)
So when you go for DB, do you use jump to avoid the shield drop frames or just shield drop and throw out the move? Personally if I dropping shield I like to go for f-tilt since it's safer on whiff, but I could see DB be good if your going for a harder punish or you're using jump to avoid the shield drop frames.
 

Shaya

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Out of shield.
It's an option that you can use out of a dash, so like dash grabbing or dash attacking out of shield.
You're going to use it over say, ftilt or jab, because of the amount of range you can get out of it.

Take a well spaced Mario up smash on your shield for example - the shield push back would likely make all of your immediate OoS options whiff.
But shield drop, dash start up -> DED/DB is fast enough and can reach far enough forward that you'll get the punish in time.

You can opt for a perfect pivot out of shield forwards and forward tilt (if you're using tilt stick) too, but it's a tad more difficult (I do this as a KO option sometimes, but for bread and butter, DED/DB all the way).
 
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Fabulous32

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When you say DB, what are you referencing? I thought you were saying dancing blade, but realized you use DED for double edge dance (which some people misnamed dancing blade).
 

Shaya

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Yeah I mean Side-B, which in Roy's case is DED but for Marth is DB.
They didn't give them fancy shmancy names for different counters, should've kept it simple imo.

I'm just hot wired to thinking of it as "DB", and I won't always instantly remember DED lol.
 

ILOVESMASH

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F-Throw to D-Smash near the ledge as shown here may actually be a viable kill setup. No matter where the opponent lands, They can be caught by the D-Smash's First or second hit.
 
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ILOVESMASH

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Sorry for double posting, but I found a tech that may be worth discussing

When dropping down from the ledge then jumping back on stage, Roy can avoid suffering any Landing lag from Fair or airdodge by using one of his specials. This can be pretty useful to fake out opponents and get the advantage from a DED punish.
 
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EnGarde

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Sorry for double posting, but I found a tech that may be worth discussing

When dropping down from the ledge then jumping back on stage, Roy can avoid suffering any Landing lag from Fair or airdodge by using one of his specials. This can be pretty useful to fake out opponents and get the advantage from a DED punish.
You can ledge drop fair and ledge drop airdodge and land without landing lag without using a special if you execute them fast enough. Timing is kinda tight, esp for airdodge.


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Also, on the fthrow dsmash...you can also get fthrow fsmash, upsmash, and blazer on that tech chase. It's been known for a while.
 

ILOVESMASH

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You can ledge drop fair and ledge drop airdodge and land without landing lag without using a special if you execute them fast enough. Timing is kinda tight, esp for airdodge.


---

Also, on the fthrow dsmash...you can also get fthrow fsmash, upsmash, and blazer on that tech chase. It's been known for a while.
Oh really? Thats useful to know, though I'll likely just continue to use DED since I can't seem to get the timing down.

As for F-Throw D-Smash, the point was that if used near the ledge, Roy is covering all the opponents tech options. If they tech in place or behind, then they get hit by the front hit, while teching away means the back hit will hit them. This essentially makes it a guarenteed Kill if the opponent DIs down.
 

JayE

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Sick nasty Roy stock with a dair finisher. I'm pretty sure up air to dair is true if you do it fast enough, and of course its dependent on weight and percent
Ever since Roy got that landing lag reduction to his aerials, his combo game is even better along with his speed.
 
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