And what exactly is a Senator in Smashboards anyway?
Shaya, those changes won't do much for Roy. A slightly further tipper, a little more damage (plus damage isn't a Roy problem), aerial Uspecial still way weaker than even Corrin's (I just calculated), and better Utilt combos/safe(er) back hit won't change Roy's MUs. Don't fool yourself.
Your "possible angle adjustments on tipper" sounds interesting though and I'd love to hear your more specific thoughts?
I should do one of these for Roy like I did for Marth actually. That would be fun. I'm more pissed about Roy's design than I am about Marth's so it should be interesting.
Well, I personally think Roy is an alright to pretty good character.
My issue with him is the way he has to commit.
And the way he gets shafted in match ups where that sword length spacing is vital.
I would like to see Roy being about the smart use of both tippers and blade hits, just like Marth should.
Roy's problem isn't inherently damage. But my thoughts are almost explicitly on making his spacing game more pronounced.
Shield stun patch changes took away that extra edge or 'option' on his tipper hits and it wasn't compensated. It hurts him a lot.
Roy's damage on his flubs is
VERY low (y'know,
Sheik damage low) and in some match ups that's all you're going to be able to aim for. Having them as essentially too low hit stun or awkward sending angles is a huge downer when they're not even [artificially] safer on shield like they used to be.
Minor damage adjustments to these will make them more relevant at every point of the game and emphasise the reward for his spacing game.
I vehemently reject that Roy having more range won't do anything. This is exactly his issue in match ups like Marth (playable before this patch and now probably close to his hardest match up), Rosa and DK, etc etc. [on top of those tippers giving little reward].
Corrin's has absolutely no moves which can lead into their up-b unless the opponent air dodges (or you get a stun). Roy being able to ff up air double jump up-b or similar and get something out of it (he currently doesn't, other than the almost guaranteed "Roy's our Boy" chants that will come from it [i'm not exaggerating, too much knockback in little time sets off the algorithm]) will significantly increase his capabilities and pressure in every way; he'll enter the off the top heroes that dominate the meta. The amount specifically required is up in the air (pun intended), but I know right now that it'll only ever be killing reasonably if Roy is at full rage and I don't think that's cool.
On the other side of it, if it was the same power as the grounded version, Roy would be absurdly bull **** [not necessarily at competitive level, but people would be crying about dying to fair up-b at 80% for sure].
And Up Tilt is just out of place in end lag, but I do think it's less important than the aforementioned three.
I'm not
turning this character into a relevant high tier, I'm
tuning already existing "things" into more relevancy.
Forward Air with less start up would likely have a more significant impact on everyone's opinion of Roy, but I don't mind 'restrictions' like these, the move is already amazing in most ways.
But if they decided to push fair's start up from 10 frames to 6, I think there would be little point in his neutral air, no relevancy in rar back air and would [imo] require things to settle before looking at anything else to give him. What I'm otherwise suggesting won't break the bank and if he still needed love afterwards something as big as forward air could be looked at (I should've mentioned this before as something which would be a huge boon to his abilities but shouldn't be done willynilly).
In terms of tippers of his that are good it's...
neutral air (will keep people in the air slightly above you with the ability for dash aerial follow ups for a long time), forward air (best and most usable, easy to string multiple of) and up air (dangerous to go for other than at an advantaged position at full hop height).
Down Tilt tipper is also great poke, gives you DB at early percent and a free dash in to a solid position later on.
Forward Smash tipper is a good amount of damage and usually puts them into a good position to capitalize on, really good as a stutter step or dash cancel punish.
But Marth's flubs for the most part are better
and on top of that, at this stage, Marth's strong hits are generally more rewarding than Roy's as well.
Marth has received many a damage buff over time.