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Anybody else getting decimated by Roys?

Hom3fly

Smash Cadet
Joined
Aug 22, 2010
Messages
34
If not, tell me what I'm doing wrong. Seems he can Up-B right out of jab combos so I find jab jab grab works well. His great ground speed and grab range punish lasers very well and coupled with his deceptively long sword, even when I'm in control the whole match, they get a KO very early. Should I be playing this more safely?
 

Foster J.

Smash Ace
Joined
Jan 7, 2015
Messages
543
Location
Denmark, Jylland
Roy's tipper is at the hilt / base of the sword, and Fox being light an Fsmash can probably kill him as early as 50-70.

The trick is you can't keep jabbing him cause then he can Up B out of it, so you'd either have to buffer the turn around Utilt after 1-2 of them.

Other than that Roy falls fast so he's easy to combo and his dancing blade is punishable, and together with the fact he can be gimped you can "spice" things up at times. He's a tall character so trying to land some SH Bairs is a good idea too, other than that keep your distance and lasers to a minimum (just 1-2 lasers not more depending on the gap)
 

DavemanCozy

Smash Photographer
Joined
May 16, 2013
Messages
1,716
Location
London, ON
NNID
CavemanCossy
3DS FC
0216-1810-7681
Roy's Up-B is only invincible if he starts it on the ground. Since he falls a lot faster than Marth, this means you can't jab lock him. Jab jab grab is the way to go against him, or just initiate a combo with U-tilt or something else.

Your goal against him is to push him offstage and keep doing that through the match until he's at KO percent. Fox can't really go offstage and edgeguard him, and challenging his up-B even if you're playing as someone else is very risky anyways since the hitboxes are really good. However, Roy's recovery is very limited in terms of distance and flexibility, meaning you have several ways of reading how he plans to land onstage or how he'll play to get up from the ledge.
 
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