MookieRah
Kinda Sorta OK at Smash
So this is going to be a work in progress thread as I attempt to pick apart the good and bads of Roy and where one can use him effectively. General rule of thumb is that he is complete trash against floaty characters and heavy CC characters, but he doesn't seem half bad against the spacies and Falcon. Perhaps those three are the only effective characters to use Roy against, but those are also very common tournament characters. Right now these are still listed as matches that are worse than even, but I wonder if that is because Roy is mostly underdeveloped in the current meta. I also wonder on the viability of reverse blazer on Jiggs. I'm not sure if people even remember this technique or not, but I was working on this crap back in 2004, and while it seemed effective in team matches at the time, I found it overall not viable in singles due to it being very high risk. I'll talk about this more later.
My question is, could one use Roy to great affect in the current meta by capitalizing on his good matchups and employing a secondary for the rest?
The Good:
As I began playing this game again I've spent a lot of time reading discussions in the Marth forums. There is currently a lot of dicussion on optimal play, and what it means to play optimally in general, but mostly with Marth. A lot of the same things that one should use as Marth to excel would also function quite well for Roy.
TheCrimsonBlur posted an amazing post a while back that talks about the importance of movement to the future of melee's metagame. If you haven't read it, click here.
This also applies to Roy, which has almost as good of movement options as Marth. According to M2K's old info dump, Roy is number 6 on the wavedash lengths, while Marth is 4, and Yoshi is 5. He's tied in horizontal movement with Marth, and runs only slightly slower than him on the ground. Another important aspect is that his grab range is only slightly less than Marth's. So in essence almost everything that Marth should employ in regards to movement would be nearly identical with Roy. One should threaten their opponent with movement in their neutral game, using d-tilt to poke and bait and punish with grabs.
One very large facet to playing Marth optimally is choosing strategies and options that either limit or remove choices from your opponent. For the most part it means that one should attempt to juggle and rack up percent in this manner, as Marth is very strong from underneath most characters. This also applies in a lot of ways with Roy, and in some ways it's both harder and easier for Roy to set up this type of situation. While Roy's utilt is not as usable as Marth's, he has the ability to shffl quick u-airs that Marth cannot, and against fast fallers Roy does quite a good job of maintaining juggles for a large span of percentages due to the fact that you can use the tip to juggle after the sweetspot has too much knockback.
The Bad:
Obviously Roy falls a bit flat here in comparison with Marth, as Roy cannot punish with safe aerials like Marth can. I imagine at this point Roy's best option would be to punish aerials with side B in similar fashion to Marth. As far as other options, off the top of my head I'm uncertain. Likewise, Roy's OoS options aren't as robust as Marth. We'd have to explore Roy's moves under a microscope and find out when we should really use them. This will require a good bit of testing, and I hope I'm not the only one on board with trying to figure this out.
Crouch canceling wrecks Roy hard, but what can we do about it? At what percents can his various attacks break CC? What are his options before then? I would imagine that he has options to abuse CC somehow, but what is the risk-reward on them?
The Uncertain:
I'm going to just flat out assume that there is no way Roy's edge guarding is as good as Marth's, but how effective is it? What are his best options? From everything that I've seen of the most recent high level players using him, he stays mostly on the stage (for obvious reasons due to his fall speed), but does he have other options? Can he still threaten his opponents off stage enough to create a similar mixup situation as Marth?
Against Spacies:
It's obvious to everyone but worth stating that Roy also can chain grab the spacies, as well as combo into powerful attacks to knock them off the edge like Marth. It seems like this is easier to set up with Roy in some aspects, as he can employ his dtilt to great effect in the early percentages to continue the chain grab. On FD especially, Roy can do a lot of damage off of a grab or dtilt, and move on to edge guarding for the kill.
Against Jiggs:
So at first that whole reverse blazer thing sounds pretty bad, and honestly it probably isn't viable, but for fun I played a local Jiggs player (he was new, so he was not at a competitive level) and was able to land them quite reliably in several situations. I realize that a great Jiggs player would not give one many chances, but Roy is capable of using reverse blazer on Jiggs out of pretty much all his aerials, on wakeup, and more. If one played on the tighter stages, even with fairly good DI it *might* still be a OHKO. I haven't had much time to test as I have a lot going on in my life, but eventually I'll get some data on this and how much DI plays into it. I'm hoping to discover that it would only not work on Jiggs if he smash DI's in most situations.
In any case, this is it for now. I'll update as soon as I find out more.
My question is, could one use Roy to great affect in the current meta by capitalizing on his good matchups and employing a secondary for the rest?
The Good:
As I began playing this game again I've spent a lot of time reading discussions in the Marth forums. There is currently a lot of dicussion on optimal play, and what it means to play optimally in general, but mostly with Marth. A lot of the same things that one should use as Marth to excel would also function quite well for Roy.
TheCrimsonBlur posted an amazing post a while back that talks about the importance of movement to the future of melee's metagame. If you haven't read it, click here.
This also applies to Roy, which has almost as good of movement options as Marth. According to M2K's old info dump, Roy is number 6 on the wavedash lengths, while Marth is 4, and Yoshi is 5. He's tied in horizontal movement with Marth, and runs only slightly slower than him on the ground. Another important aspect is that his grab range is only slightly less than Marth's. So in essence almost everything that Marth should employ in regards to movement would be nearly identical with Roy. One should threaten their opponent with movement in their neutral game, using d-tilt to poke and bait and punish with grabs.
One very large facet to playing Marth optimally is choosing strategies and options that either limit or remove choices from your opponent. For the most part it means that one should attempt to juggle and rack up percent in this manner, as Marth is very strong from underneath most characters. This also applies in a lot of ways with Roy, and in some ways it's both harder and easier for Roy to set up this type of situation. While Roy's utilt is not as usable as Marth's, he has the ability to shffl quick u-airs that Marth cannot, and against fast fallers Roy does quite a good job of maintaining juggles for a large span of percentages due to the fact that you can use the tip to juggle after the sweetspot has too much knockback.
The Bad:
Obviously Roy falls a bit flat here in comparison with Marth, as Roy cannot punish with safe aerials like Marth can. I imagine at this point Roy's best option would be to punish aerials with side B in similar fashion to Marth. As far as other options, off the top of my head I'm uncertain. Likewise, Roy's OoS options aren't as robust as Marth. We'd have to explore Roy's moves under a microscope and find out when we should really use them. This will require a good bit of testing, and I hope I'm not the only one on board with trying to figure this out.
Crouch canceling wrecks Roy hard, but what can we do about it? At what percents can his various attacks break CC? What are his options before then? I would imagine that he has options to abuse CC somehow, but what is the risk-reward on them?
The Uncertain:
I'm going to just flat out assume that there is no way Roy's edge guarding is as good as Marth's, but how effective is it? What are his best options? From everything that I've seen of the most recent high level players using him, he stays mostly on the stage (for obvious reasons due to his fall speed), but does he have other options? Can he still threaten his opponents off stage enough to create a similar mixup situation as Marth?
Against Spacies:
It's obvious to everyone but worth stating that Roy also can chain grab the spacies, as well as combo into powerful attacks to knock them off the edge like Marth. It seems like this is easier to set up with Roy in some aspects, as he can employ his dtilt to great effect in the early percentages to continue the chain grab. On FD especially, Roy can do a lot of damage off of a grab or dtilt, and move on to edge guarding for the kill.
Against Jiggs:
So at first that whole reverse blazer thing sounds pretty bad, and honestly it probably isn't viable, but for fun I played a local Jiggs player (he was new, so he was not at a competitive level) and was able to land them quite reliably in several situations. I realize that a great Jiggs player would not give one many chances, but Roy is capable of using reverse blazer on Jiggs out of pretty much all his aerials, on wakeup, and more. If one played on the tighter stages, even with fairly good DI it *might* still be a OHKO. I haven't had much time to test as I have a lot going on in my life, but eventually I'll get some data on this and how much DI plays into it. I'm hoping to discover that it would only not work on Jiggs if he smash DI's in most situations.
In any case, this is it for now. I'll update as soon as I find out more.