Seeing as im new to this site in general, a warm hello!!
This is my first online community as a whole, so please be nice - dunno about this site, but there seem to be alot of kids (mostly lonely kids) who like to embellish themselves in online dominance rituals, such as better sp33lling pl0x, ur a noob etc, etc,. Please dont start that crap! Seriously!!
Moving on, this is a short (at the moment) guide on what i've found out about Roy since starting playing him earlier today. He kicks ***! Way more to my play style than Marth, as Mario is my main. Later i'll include my opinion and a detailed description on Roy, but frankly i finally got new batteries for my keyboard and don't want to dwell on this for too long.
Note before i begin:
I am far from the best Roy. Not even close, not even skimming the barrel, and some may question my authority on writing a guide a day into my discovery - i know i wish more people wrote guides on Mario, even short ones, because its good to gather as much information as you can. Even if 90% of the things i'm about to write have already been covered, that 90% will be phrased in a different way, and the 10% will be new information.
Enjoy.
*Insert alot of general information here, later*
||| Importance of shffling |||
Defence:- Now, Roy, when not l-cancelled (i'm talking aerials only here) is a very punishable character. The majority of his aerials have a good startup time, but nearly all of them are laggy as hell afterwards. if you miss the chances are your going to be punished regardless, but to redice that risk, and i cant stress this enough - always short hop, fast fall, l-cancel.
Offence:- Dont need to go into much detail here - shffl'd moves have 1/2 the lag time, so you recover from the attack twice as fast. It doesn't take a genius to realise that faster recovery means another attack can follow quicker.
||| Roy's hidden attacks!! |||
I'm no doubt the 50,000th person to realise this, but by changing the order of Roys fast-fall and l-cancelled attack, you can get a different result. I'll go through the moves separatly.
** This applies to a perfected shffl action - try his Fair(2(see down)), and if you can follow with an immediate ftilt or neutral a, you have it down.**
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Fair(1) - Perform the aerial immediatly after jumping, then fast-fall.
- This means that you will hit the opponent quicker, but wont be able to perform a follow-up attack as soon as his Fair(2) would be able to. I've been using this to start combos, as the startup time is quicker.
*The red curvature of the blade wont touch the floor, it will arch infront of and below Roy.
Fair(2) - Jump, fast-fall and immediatly follow up with the aerial. I use the c-stick because i personally think its more efficient, however as i said i'm far from a pro.
- I use this after an opponent is stunned, if im planning to throw in a ftilt or watever. Also imo its harder for the opponent to predict as the timing is kinda strange.
* the red curvature of Roys blade will arch down onto the floor - the hitbox is altered.*
--------------------------------------------------------------------------------------------------------
Uair(1) - Perform the aerial immediatly after jumping, then fast-fall.
- Roy will perform the whole of his uair - it will even hit infront of and behind him on a short-hop, but will most likely be a tipper hit - then land again.
- I dont like it, too slow too obvious unless used for juggling.
*The red curatur ofRoy blade will swing above him in a completed aerial.*
Uair(2) - Jump, fast-fall and immediatly follow up with the aerial. I use the c-stick for speed.
- This is interesting and i wish i had a video. If you can get it efficient, Roy will only perform the first 5 or so frames of his uair, then return to position. It can be used as a opening attack, and leads perfectly to a sweet-spotted dsmash is the hit is tippered, and l-cancled. If Roys body overlaps the opponent, the hit will be a centre one with more damage and knockback, but not lead to a dsmash. However, if the hit is true, it combos into a tipper hit sometimes, then back to the dsmash.
- Funnily enough, if you tipper the uair(2), you can get in a very difficult (very), but confusing and hard to DI juggle. Try this out, plus the move leads into alot of his other moves nicely.
*The red curcvature of Roys blade appears then disappears at just below his head height. Very quick, discounting the jumping time*
--------------------------------------------------------------------------------------------------------
Right... thats basically me for the night i have an early start 2morrow morning. After i do my stuff ill edit this post and continue!!
A thanks to people who read this very short guide, but not to the people who skimmed the page and caught this sentance out of the corner of their eye -_-
Night.
This is my first online community as a whole, so please be nice - dunno about this site, but there seem to be alot of kids (mostly lonely kids) who like to embellish themselves in online dominance rituals, such as better sp33lling pl0x, ur a noob etc, etc,. Please dont start that crap! Seriously!!
Moving on, this is a short (at the moment) guide on what i've found out about Roy since starting playing him earlier today. He kicks ***! Way more to my play style than Marth, as Mario is my main. Later i'll include my opinion and a detailed description on Roy, but frankly i finally got new batteries for my keyboard and don't want to dwell on this for too long.
Note before i begin:
I am far from the best Roy. Not even close, not even skimming the barrel, and some may question my authority on writing a guide a day into my discovery - i know i wish more people wrote guides on Mario, even short ones, because its good to gather as much information as you can. Even if 90% of the things i'm about to write have already been covered, that 90% will be phrased in a different way, and the 10% will be new information.
Enjoy.
*Insert alot of general information here, later*
||| Importance of shffling |||
Defence:- Now, Roy, when not l-cancelled (i'm talking aerials only here) is a very punishable character. The majority of his aerials have a good startup time, but nearly all of them are laggy as hell afterwards. if you miss the chances are your going to be punished regardless, but to redice that risk, and i cant stress this enough - always short hop, fast fall, l-cancel.
Offence:- Dont need to go into much detail here - shffl'd moves have 1/2 the lag time, so you recover from the attack twice as fast. It doesn't take a genius to realise that faster recovery means another attack can follow quicker.
||| Roy's hidden attacks!! |||
I'm no doubt the 50,000th person to realise this, but by changing the order of Roys fast-fall and l-cancelled attack, you can get a different result. I'll go through the moves separatly.
** This applies to a perfected shffl action - try his Fair(2(see down)), and if you can follow with an immediate ftilt or neutral a, you have it down.**
--------------------------------------------------------------------------------------------------------
Fair(1) - Perform the aerial immediatly after jumping, then fast-fall.
- This means that you will hit the opponent quicker, but wont be able to perform a follow-up attack as soon as his Fair(2) would be able to. I've been using this to start combos, as the startup time is quicker.
*The red curvature of the blade wont touch the floor, it will arch infront of and below Roy.
Fair(2) - Jump, fast-fall and immediatly follow up with the aerial. I use the c-stick because i personally think its more efficient, however as i said i'm far from a pro.
- I use this after an opponent is stunned, if im planning to throw in a ftilt or watever. Also imo its harder for the opponent to predict as the timing is kinda strange.
* the red curvature of Roys blade will arch down onto the floor - the hitbox is altered.*
--------------------------------------------------------------------------------------------------------
Uair(1) - Perform the aerial immediatly after jumping, then fast-fall.
- Roy will perform the whole of his uair - it will even hit infront of and behind him on a short-hop, but will most likely be a tipper hit - then land again.
- I dont like it, too slow too obvious unless used for juggling.
*The red curatur ofRoy blade will swing above him in a completed aerial.*
Uair(2) - Jump, fast-fall and immediatly follow up with the aerial. I use the c-stick for speed.
- This is interesting and i wish i had a video. If you can get it efficient, Roy will only perform the first 5 or so frames of his uair, then return to position. It can be used as a opening attack, and leads perfectly to a sweet-spotted dsmash is the hit is tippered, and l-cancled. If Roys body overlaps the opponent, the hit will be a centre one with more damage and knockback, but not lead to a dsmash. However, if the hit is true, it combos into a tipper hit sometimes, then back to the dsmash.
- Funnily enough, if you tipper the uair(2), you can get in a very difficult (very), but confusing and hard to DI juggle. Try this out, plus the move leads into alot of his other moves nicely.
*The red curcvature of Roys blade appears then disappears at just below his head height. Very quick, discounting the jumping time*
--------------------------------------------------------------------------------------------------------
Right... thats basically me for the night i have an early start 2morrow morning. After i do my stuff ill edit this post and continue!!
A thanks to people who read this very short guide, but not to the people who skimmed the page and caught this sentance out of the corner of their eye -_-
Night.