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Marth/Lucina - Roy Match-Up Thread

EnGarde

Smash Ace
Joined
Oct 11, 2014
Messages
654
3DS FC
4914-3671-9440

Score|:4feroy:
Overall|?
Neutral|?
Roy at Advantage|?
Roy at Disadvantage|?
Roy Edge/Ledge guarding|?
Roy on Recovery|?
Far Away|?
Mid Range|?
Close Combat|?

Preferable Stage Choices:

-

Stages to Avoid:

-

Notable Posts:
 

EnGarde

Smash Ace
Joined
Oct 11, 2014
Messages
654
3DS FC
4914-3671-9440
  • Quality Posts: Post relavant, detailed responses when possible. Avoid posting simple matchup ratios/scores. Providing data or tournament replays to support your post is always appreciated.
  • Civil Discussion: A discussion has more value when conducted in a civil manner than one with personal attacks. Please stay respectful of other posters.
  • Full Potential: Always assume that both characters are being played to their full potential. Don't base your position on sub standard play.
Analysis Guidelines
  • The Overall Matchup Score: Which character has the advantage over the other, and by how much. See below for definitions.
  • How The Matchup Should Be Optimally Played: How to fight the opponent more efficiently and deal with them. General do's and don'ts of the matchup.
  • Relavant Data: Frame data and tournament replays, among other things.
  • Stage Choice: Which stages should be chosen against the opponent, and which stages should be avoided. Also, how the stage elements factor in to the matchup.
Gameplay states to consider in your analysis
  • Neutral - Neither character have any significant positional advantages
  • Roy at an Advantage - How does Roy establish an advantageous postion, and how does he optimize keeping his opponent at a disadvantage?
  • Roy at a Disadvantage - How does Roy minimize damage while at a disadvantage (i.e. optimal DI while getting combo'd / juggled), and what tools can he use to escape?
  • Roy Edge/Ledge guarding - What tools does the opponent have while recovering, and how does Roy convert edge guards into stocks?
  • Roy on Recovery - What edge/ledge guarding tools does the opponent have, and how does Roy avoid them while recovering?
  • Roy far away from the opponent - What tools does the opponent have when Roy is far away from them, and how does Roy optimally close the distance? Is this a neutral position, or disadvantageous to Roy?
  • Roy at mid range away from the opponent - What tools does Roy and the opponent have when Roy is mid range away from them, and what can Roy do to convert into an advantageous position?
  • Roy in close combat - What close combat tools does Roy and the opponent have? Is this a more advantageous position for Roy or the opponent, and what should Roy do to space optimally to convert into an advantageous position?
Matchup Scoring

+4 = decisive advantage for Roy
+3 = large advantage for Roy
+2 = medium advantage for Roy
+1 = small advantage for Roy
±0 = even or insignificant (dis)advantages for Roy
-1 = small disadvantage for Roy
-2 = medium disadvantage for Roy
-3 = large disadvantage for Roy
-4 = decisive disadvantage for Roy
 

Andyomon00

Smash Apprentice
Joined
Sep 17, 2014
Messages
80
NNID
andtomon00
3DS FC
0301-9874-0642
Neutral: Neither of these characters really have any advantage in neutral since they really lack any kind of projectile or way to force each other to approach = +/- 0

Roy at an Advantage: Roy is at an advantage when he is rushing down/pressuring Marth since Marth is at his weakest at close range, has very few options when being rushed down, as well as Roy having the most damage output while rushing down due to Tipper hitbox placement = +1

Roy at a Disadvantage: The disadvantage comes from being completely shut out by Marth's superior disjoint range and proper spacing. The only real why to prevent damage is to shield but that also leaves Roy open to Marth's long grab range. The only advantage Roy is at a disadvantage is that because Marth's has a somewhat limited combo game, Roy doesn't have to worry about being combo as much and has the ability to DI out of most of Marth's combos which can potentially leave him open = -2

Roy Edge\Ledge Guarding: Most of Marth's recovery options come from two things: Dancing Blade and Dolphin Slash. Dancing Blade stops Marth's falling momentum and moves him forward a little, while Dolphin Slash sends Marth up quite a bit at very high speed. Unless Marth is recovering above the stage, Roy very few safe edge-guard options aside from Flame Sword, which is limited by the fact the move mostly hits in front of and above Roy = -1

Roy on Recovery: By far, Roy's worst aspect in this match-up in that because of high fall speed and relatively short recovery, he is easily gimpable. it also doesn't help that because of Marth's range he can easily and safely gimp Roy simply by using Fair offstage = -3

Roy Far away from opponent: Same situation as neutral. Since Marth really doesn't have long range options, he can't do anything to Roy at long range = +/- 0

Roy at mid range away from opponent: The place Roy never wants to be and where Marth shines. at mid range is where most of Marth's tippers connect (I.E: Fsmash, FTilt, Dtilit) and allow him to get most of his big damage and even early kills. Roy's attacks at this range either don't land the tipper or don't connect at all. However, Marth can't use his range to apply pressure, which prevents the match up from being completely one-sided = -2

Roy in close range: In a similar but opposite fashion, Roy excels in close combat and against Marth this is extremely apparent. All of Roy's tippers connect and help him deal big damage very quickly.He can apply a lot of pressure, do powerful mixups, and his combo game is dominant while close to the opponent. Marth is weak in this position since he can't land tippers and he can do is up b to safely get pressure off him = +2

Tl;
dr: I'd say it's 45-55 match-up in Marth's favor; Roy will utterly dominate once he gets breaks through Marth's range, but the problem is getting through with getting too much damage or killed.

 
Last edited:

Jenna Zant

Smash Journeyman
Joined
Dec 26, 2014
Messages
205
I'll put it bluntly; this isn't a fun matchup for Roy. Marth can stop your approach pretty easily with his range. Your sword isn't long enough to bait him with sour spots, either. Baiting an approach would be a good idea, as you're faster than they are. When they whiff their approach, go in and go in fast. Make the best of it, as you're going to have trouble getting back in.
 
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