G13_Flux
Smash Lord
- Joined
- Jan 1, 2013
- Messages
- 1,076
So roys 3.5 hasnt changed all so much such that its general function has changed, and in fact most of the varying swings in it are mostly (if not exactly) the same. after some testing in debug mode, ive identified a few nuances with some of the swings that might force you to rethink how to use them, and when to select a different swing.
the biggest change ive noticed is that the later hits of xx^ are no longer a meteor smash. you will still meteor smash aerial opponents, and many grounded opponents, but characters that arent abnormally large and dont have tall sitting crouches, will in fact be able to CC this swing, as was not previously possible in my experience. when combatting CCing opponents, your best bet is now xxV, which was largely considered a sub par option in 3.0. before, its only use was poking at ledges to send the opponent at a low angle to set up for gimps, or finish an edge guard. this is no longer possible, since its angle has changed to be around maybe 60 degrees. because of its use against CCing (and because its the only one now that can beat CCing with most, relatively low ducking characters), you have more of an incentive to use it.
the other big change ive noticed is that xxxV seems to have significantly increased shield damage. one sequence of >>VV will break most shields now, where as before, it wasn't too difficult to shield all the way through a DED sequence. The hitboxes also seem skillfully and geometrically placed such that shield draining is preferred instead of shield poking. with the threat of this option present, your opponent is going to have much more of an incentive to jump out of their shield or attempt a roll/WD OOS. in 3.02, i think it was agreed upon that XXXV may have been the absolute worst swing.
it seems to me from my testing that xx^, xxV, and xxxV received the most changes, or at least the changes most relevant to the functionality of the different swings, and how you choose to utilize some of the later swings. the other big thing that was changed (to all the swings), is that they are now clankable. being clankable (for those who dont know), means that a move will collide with other moves (and cancel out) if the two are within 9% damage of each other. if one of them has larger than a 9% damage gap compared to the other, that higher damaging move will cancel out the other, and persist through. an unclankable move will persist through moves no matter what the damage gap is, and cannot collide with other attacks (ie. MKs whole moveset besides dash attack). this can be good or bad, since an unclankable move cannot fend off projectiles, but it can persist through even the most powerful of smash attacks to make sure you get your hit in as well. in terms of roys DED, the unclankable attribute only helped when your opponent wasnt disjointed really so you could go through any of their attacks. now that its clankable, i think many roy users see it as a positive, as now DED can cancel out, or clank with projectiles, as well as other disjointed ground attacks that might have been able to outspace roy in 3.02.
if any of this information is wrong, unchanged from 3.02, or if something should be added, I would love for a dev (maybe @Sethlon) to correct me, as this was entirely found out from usage as well as debug mode, where i cant find direct information on the angles/KB/shield stun/etc. in order to compare with the 3.02 frame data thread.
the biggest change ive noticed is that the later hits of xx^ are no longer a meteor smash. you will still meteor smash aerial opponents, and many grounded opponents, but characters that arent abnormally large and dont have tall sitting crouches, will in fact be able to CC this swing, as was not previously possible in my experience. when combatting CCing opponents, your best bet is now xxV, which was largely considered a sub par option in 3.0. before, its only use was poking at ledges to send the opponent at a low angle to set up for gimps, or finish an edge guard. this is no longer possible, since its angle has changed to be around maybe 60 degrees. because of its use against CCing (and because its the only one now that can beat CCing with most, relatively low ducking characters), you have more of an incentive to use it.
the other big change ive noticed is that xxxV seems to have significantly increased shield damage. one sequence of >>VV will break most shields now, where as before, it wasn't too difficult to shield all the way through a DED sequence. The hitboxes also seem skillfully and geometrically placed such that shield draining is preferred instead of shield poking. with the threat of this option present, your opponent is going to have much more of an incentive to jump out of their shield or attempt a roll/WD OOS. in 3.02, i think it was agreed upon that XXXV may have been the absolute worst swing.
it seems to me from my testing that xx^, xxV, and xxxV received the most changes, or at least the changes most relevant to the functionality of the different swings, and how you choose to utilize some of the later swings. the other big thing that was changed (to all the swings), is that they are now clankable. being clankable (for those who dont know), means that a move will collide with other moves (and cancel out) if the two are within 9% damage of each other. if one of them has larger than a 9% damage gap compared to the other, that higher damaging move will cancel out the other, and persist through. an unclankable move will persist through moves no matter what the damage gap is, and cannot collide with other attacks (ie. MKs whole moveset besides dash attack). this can be good or bad, since an unclankable move cannot fend off projectiles, but it can persist through even the most powerful of smash attacks to make sure you get your hit in as well. in terms of roys DED, the unclankable attribute only helped when your opponent wasnt disjointed really so you could go through any of their attacks. now that its clankable, i think many roy users see it as a positive, as now DED can cancel out, or clank with projectiles, as well as other disjointed ground attacks that might have been able to outspace roy in 3.02.
if any of this information is wrong, unchanged from 3.02, or if something should be added, I would love for a dev (maybe @Sethlon) to correct me, as this was entirely found out from usage as well as debug mode, where i cant find direct information on the angles/KB/shield stun/etc. in order to compare with the 3.02 frame data thread.
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