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Well said. This is high-level spacing in a nutshell; your ability to convert low-commitment openings into a long-term advantage (which can also include juggling or stage control) forces opponents to respect options that they normally wouldn't otherwise.I get what you mean when you say that Roy doesn't exactly apply pressure in an inversed way compared to other sword characters. I hadn't thought of it with much foresight before, but I guess that the combo potential that Roy's sourspots have can make them even more threatening than his sweet spots; though, I guess you probably have to display that your capable of using the sourspots in that way for your opponent to begin respecting them (as opposed to other characters where respect can be somewhat intuitive, like Marth and Ike).
This. Ground movement isn't too much of a commitment since turning around is so much easier in Ultimate, but this is important to understand regardless (especially since air attacks are so integral to Roy's approach).What I gathered about his movement is that even though Roy doesn't have a lot of lag on most of his moves, because of his low air acceleration, his movement itself can be viewed as a commitment.
Now to actually answer your question, yes, Roy will rely pretty heavily on baiting out mistakes at mid range. Even so, Roy is fast enough in both movement and attacks that you can sometimes play rushdown to apply surprise pressure. If/when you do play rushdown, n-air and grab are your friends:He also doesn't seem to have many approach options either . . . does that mean that his neutral relies mainly on baiting and punishing?
This is hugely underselling up air’s use. Falling up air is useful because it can cross up shields and consistently leads into another aerial if it lands. The sourspot can lead into a grounded attack if you have the reaction time, and the sweetspot will even kill at high enough percents.up-air, which you should only use for juggling),
Forgot about using up air for cross ups - will edit my original post.This is hugely underselling up air’s use. Falling up air is useful because it can cross up shields and consistently leads into another aerial if it lands. The sourspot can lead into a grounded attack if you have the reaction time, and the sweetspot will even kill at high enough percents.