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The Young Lion

The Young Lion

Game Versions
Smash 3DS, Smash Wii U
Hi everyone! This is my first guide, so please give feedback and tell me what's good and what needs to be worked on.

This will be a 2 part guide.
In Part 1, I will be going over Roy's moveset in detail.
In Part 2 I will go over his combos and neutral game, then I will give a few hints and strategies on how to play Roy.

Part 1

Moveset

Jab:

Roy's jab is his fastest grounded move and his most useful combo starter. It comes out at frame 5 and has hardly any end lag. Landing the Jab on the base is ideal, as it does more damage and launches upwards. Jab is a great tool on shields to bait out reactions and then capitalize on them. Jab is also a good way to intercept attacks and break up combos. However, I find that Dtilt is better at doing this as long as your opponent is on the ground.

Ftilt:
Ftilt should be treated like a faster and less powerful version of Roy's Fsmash. Decently fast, coming out at frame 8, and has decent damage output. It is a good spacing tool, and is very safe on shields if spaced right. The base hit can kill as early as 80%, especially if you have rage! The tip bit, although weak, launches the opponent at a low angle, which might lead to a missed tech that you can punish.

Dtilt:
I find Dtilt to be one of Roy's most effective tilts for poking and interrupting approaches and combos. Dtilt comes out at frame 7, and has little end lag. A great tool to pressure and poke at shields. The one problem with using this instead of Jab is that it is a tiny bit slower, and it only hits opponents on the ground. This is also one of the best gimping tools in the game, if you time it correctly.

Utilt:

Utilt is one of my favorite tilts Roy has. It is decently quick, coming out at frame 6, and has a hit box kinda like Ike's Usmash. This is best used to punish opponents above you and to lengthen combos. However, in most situations where Utilt is effective, a lot of Roy's other moves are just as effective. I leave it up to you to decide how to use it according to your playstyle.


Dash attack:

This dash attack is very much like what Link's was in brawl and Ike's in SSB4. It is Roy's best punish when at long range. it comes out at a decent frame 13, and has average end lag. This is also good at punishing landings, just don't get predictable with it. Never overuse dash attack, as it is very punishable if blocked.

Fsmash:

This is the move that makes Roy a very scary character to fight. This is easily one of the strongest smashes in the game. It comes out at frame 14, which is fairly decent. However, its end lag makes it extremely punishable. So avoid spamming it and save it for punishes and KOs. Fsmash is super effective if you use dash dancing and foxtrotting along with it. This way you can punish with Fsmash quickly out of a dash.

Dsmash:

Dsmash is an interesting move, as the first hit is actually faster than his Dtilt. The first swing comes out in front of Roy at frame 6, and the second swing comes out behind him at frame 21. The second swing is stronger than the first. Through my playing Roy, I find that his Dsmash is one of his weaker moves. It's a good option out of shield if the opponent has high % so you can grab a KO, but other than that, stick with combo starters. And just because it comes out faster than Dtilt doesn't mean you should use this instead! The end lag is not worth it!

Usmash:

Usmash is one of Roy's best kill moves, besides his Fsmash. It comes out at around frames 12 - 23. Usmash's primary use it to punish. it is a good edge guard, covering most options if spaced right. Like most of Roy's smashes , you shouldn't use this attack excessively, as it gets stale and predictable. This is good when combo'ed with the first hit of Nair.

Nair:

This is Roy's best combo starter and extender in the air. the first hit starts at frame 6, then the second hit at around frame 15. The best strategy to use when starting combos with Nair is to fast fall when using Nair so that only the first hit connects, leaving the opponent open to combos.

Fair:

Fair is by far Roy's most important aerial he has, as it is a combo starter and extender, and it is a good kill and spacing tool. It comes out at frame 10 with little end lag. Fairs most useful mechanic is that it combos into itself easily. Don't over use this, as it gets easy to predict and DI away from.

Dair:

Roy's Dair is his less useful air attacks. it starts at frame 16 and spikes during most of the animation. This is most useful for punishing opponent below Roy and spiking. Other then that, avoid using it too much.

Uair:

Uair is most useful as a frame trap when they air dodge. if they dodge a Fair, you can usually punish with a Uair. Uair comes out a frame 5 and has more end lag then you might think, but it still in not a lot of lag. Uair is a great combo starter when you use it while falling.

Bair:

Bair is essentially a faster and stronger version of Fair, although not as easy to combo with. Bair is a great edge guard tool and a good kill move. It comes out a frame 8 and turns Roy around in midair.

Standard B:

This is easily the strongest single hit move In the game when fully charged. Standard B can kill any character at 0% when fully charged, and is a great shieldbreak punish. This is also Roy's only move that does the same amount of damage throughout the sword, meaning it has no sour spot. This move has very little end lag, making it very safe on shield. Make sure you space yourself correctly, if you are too close and don't charge the attack you can be punished. Characters with tether grabs can punish this move easily unles you charge the attack, as the shield hit stun will give you time to react.

Side B:

Roys side B is his most versatile and important special. The first hit comes out at frame 6. This is Roy's main damage dealing move at low/midrange percents. It is also his best grounded punish and combo ender. The last upward hit is useful if you are good a jungle it, or if your opponent has no good options to get to the ground. The last side swing should be used to launch the opponent off stage, either to set up an edge guard or gain stage control. The last downward swing is his most damaging swing. It also send the opponent downward and away, letting you tech chase. The last downward strike does lots of shield damage too. This is an awesome punish against spot dodges too! All in all Roy's best special.

Down B:

Stop complaining. We all know that counters can be broken at times, but that's ok. Roy's counter is just your generic counter. It comes out at frame 8 and lasts about 20 frames. It is usually used to read laggy or beefy moves. It is awesome against certain recovorys, like Ike's or Ness's.

Up B:

As a recovery option, Roy's Up B severely lacks horizontal and vertical height. You have lots of control on the angl though, and it makes edge guarding Roy very dangerous, as it has priority and has the chance of stage spiking. It comes out at a decent frame 9. This is one of Roy's most potent kill moves, as it is hard to avoid and very strong on the ground.

Grab/Pummels:

Roy's grab game is amazing compared to other characters. His normal grab comes out at about frame 8, and most do his other grab options. The real trick is to know when to use forward throw or down throw.

Dthrow:

Dthrow is most useful against fast fallers at lower percents. It leads to Roy's Jab or Utilt. At higher percents it's a good idea to switch to Fthrow, as it can lead to more combos and tech chases.

Fthrow:

Fthrow is most useful in mid-weight, lightweight, and floaty characters, as it combos easier into other moves. If the opponent DI's up and away, it can be punished. They can avoid most combos by DI-ing down and away, but that leads to a tech chase that Roy can punish.

Uthrow:

This throw is usually only used as a kill throw at about 160%. If you want to juggle the opponent, Uthrow can set that up, but it is usually better to use side B.

Bthrow:

The only use for this throw is to throw the opponent off stage to set up an edge guard.
There isn't really any other use of this throw.


So there you have it. I hope this gives you more insight into Roy's moveset. I will try to get the second guide out as soon as possible. In that guide I will go over Roys neutral game and combos. So long, and remember: ROY IS OUR BOY!
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PizZaroni!
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