Virum
Smash Ace
ROY
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Now before any of you say anything, let me straight away make one thing clear. I am completely aware that Thany and a few others are making a Roy moveset. However this one will not recreate how he was in Melee, but give him an ENTIRELY NEW MOVESET. A moveset that will define Roy to be more than a Marth clone. Now without further ado, here is my moveset:
STATS
Size - 6/10 Medium height. A tad smaller than Marth generally.
Running Speed - 6/10 Sort of average. About the same speed as Pit.
Air Speed - 6/10 Again rather average, nothing special
Combo Speed - 7/10 Smooth graceful and fiery combo attacks that string together quite nicely
Priority - 7/10 Pretty well rounded priority. Similar to Marth's
Jump Height - 6/10 A tad smaller than Marth's jumps
Power - 7/10 Above average power. He really packs a punch when his moves are edged too.
Weight - 87 (Lightweight)
MOVESET
Normals
AA combo: A horizontal slash followed up by a vertical swipe. Like Marth's it has good reach but is rather slow. 10% edge 7% tip
F Tilt: A double spin of the sword with one hand. A generally well rounded move with nice range and decent power. 14% edge 8% tip
U Tilt: An upward stab. Good vertical reach and power but heavily DIable. 14% edge 8% tip
D Tilt: Same as Marth's, but hits the foe in a slightly different direction and comes out a tad slower. 10% edge 5% tip
Dash Atrack: A graceful spinning body slash. Deals two seperate hits. 12% edge 7% tip
Smashes
F Smash: A fiery stab reminiscent of his standard attack animation in FE6. 19-26% edge 14-19 tip
U Smash: A graceful overhead fiery slash. Deals multiple hits. Fastest of his smashes. 16-21% edge 11-17% tip
D Smash: Same as Marth's but with the edge system and hits at a lower and more favourable angle. 18-23% edge 12-18% tip
Aerials
N Air: A "round the world slash" somewhat like Ike's N Air but significantly faster and deals multiple hits. 12% edge 8% tip
F Air: A fast horizontal slash that knocks the foe forwards. 10% edge 6% tip
B Air: Same as Marth's but knocks the foe more upwards in flames. 11% edge 8% tip
U Air: A spinning slice followed by an upward slash. 13% edge 8% tip
D Air: Same as Marth's but cannot spike at all. Edge hits foes up. Tip hits the away at 45 degrees. 12% edge 7% tip
Specials
Neutral B: Flare Blade - His signature move. With the power of the Sword of Seals he does a chargable overhead slash. Exactly like it is in Melee, so if you land it when it's fully charged it's an automatic one hit kill dealing huge damage and recoil to Roy. 5-50% (10% recoil at full charge)
Side B: Wild Fire - Similar to Ike's Side B. The longer you hold down B, the further he will travel and the stronger the attacks will be if the dash connects. If the dash connects, Roy will flail his sword wildly with fire imbuned to strike the foe forward. 6% 12% 18%
Up B: Blazing Tornado - Roy will spiral upwards like a fiery tornado. Goes along a similar flight path to Marth's Up B, but is slower, deals more damage and a bit more predictable. 14%
Down B: Burst Counter - Roy holds a stance. If he is hit during the stance he will summon a field of fire around his enire body to propel the foe away. It hits foes from every angle and does a bare minimum of 8% but initiates slower than even Ike's counter. 1.5x damage normally received (just like Roy's Counter in Melee).
Final Smash: Infernal Twister - Roy spins his sword around above his head, creating a tornado of fire with massive vertical range. It also has a slight suction effect to bring opponents into the fiery inferno. At the end opponents get spat outwards. The move is long lasting and is pretty hard to avoid initially, but it is heavily DIable. 60%
PLAYSTYLE
Roy is definitely a rather well rounded character, reflecting how his growth rates are in Fire Emblem 6. He doesn't have the speed that Marth does, but he's by no means slow and he's stronger than Marth in some aspects. Not only this, but he combines the grace of Marth as well as the wildness of Ike to allow for some interesting variation. His "edge" system acts similarly to as it did in Melee. He does more damage and knockback at the centre and edge of the sword rather than the tip. This means that, unlike Marth, his playstyle will be a lot more "up close and personal". Whereas Marth will always want to keep the foes a set distance away from him to deal as much damage as possible with the tip (and the way his attacks function allow him to do this), Roy wants them up close (but in Melee his moveset wasn't as well catered to this purpose and that's what I hope the achieve with my moveset).
PROGRESS
Animations:
Wait1 - DONE
Wait2 - DONE
Wait3 - DONE
+
All animations before Attack11 tweaked to fit and transition properly into the Wait1
PSA:
Not started
Any feedback on the moveset is welcome. This project hopefully won't take too long (definitely not as long as Viewtiful Joe) but it shall be by no means rushed. Polish and presentation are two of the most important factors of a moveset for me. I hope you enjoy the PSA when it's released ^^