Oh, I love Chroy discussion.
NairWizard
- I know you know this, but for the benefit of the thread, I think the hitlag differences between Roy and Chrom are the primary reason you don't see switching based on MU. Timing for fast falling, combos, and various confirms just goes straight to hell unless a player has sunk a ridiculous amount of time into both characters.
Yep, they aren't echoes at all in that sense. But I actually think that if you play both together you've covered just about every matchup in the game, and there's enough overlap to justify doing that. We don't see Chroys do this--but then again, we don't even see most Chroy players using jab -> b-air as often as they should be, either, which baffles me completely. You would think that Chrom and Roy players would get this down so well that they're never missing it. If I mained this character seriously in tournament bracket I would absolutely dedicate time to doing 100 jab b-airs in training mode a day out of various situations, as well as jab -> side-b for Roy and some other confirms. As important as neutral is, kill confirms are by far the most important thing for characters like these.
The increased hitlag on Roy's moves can certainly help with recognizing when you have a confirm
It's worth noting that with tournament nerves in the mix, this is probably the biggest deal out of everything listed in my initial post. It's not just for hit confirms but for
near-confirms, too. Roy has an extra safety blanket that Chrom doesn't have, which shines some light on Kola's stellar online performance (though Kola is just as good offline--Roy is just
not bad on WiFi, unlike many characters, including possibly Chrom).
Roy absolutely gains a bit of spammability with his jab's extra frame of safety, but he loses two frames at a safer spacing range. And therein lies a bit of a conundrum: if Roy wants to get the confirm - or pressure for it - he must sacrifice that bit of spacing safety (and gain that frame of shield safety). Being at the range where he can't be shieldgrabbed puts him in the range of those faster OoS options.
It certainly looks like this out of context, but I disagree with this assessment.
In what situations are you typically shielding against Chroy jab?
Midrange? I think if you're having to shield against Chroy from midrange you're probably in a good position. Dash up jab, just like (or a little less than) dash up jump n-air, is a committal option from Chroy. As you said, d-tilt is better here, but even then, Chroy using a burst option is just vulnerable to
so many responses from the opponent--in order to use burst range, Chroy should be conditioning the opponent to jump first, or whiff a projectile/large aerial.
Instead, I think you're typically shielding against Chroy when either
1) you've incidentally ended up next to them, or
2) you want to approach, and you have limited range (e.g., you're Mario)
In these situations, I would say that Roy jab is the better option, because you don't always have the luxury of properly spacing against a run-in shield or incidental "standing next to each other" situation.
Going one level deeper, I also think that Chroy does a
very good job of conditioning the opponent into these "standing next to each other" situations. Their mobility stats naturally lead to this position--just dashing forward and jumping back will often do the trick, for example, which isn't true for most other swords, like Ike or Lucina--and Roy's jab gets more mileage here than Chrom's.
On the other hand, you have Chrom's up-b, which is also very good for some of these situations (26% if your opponent chooses to jump out of the situation).
To not go too far down a move-by-move rabbit hole - in essence - Chrom is rewarded for playing like a traditional sword character: space well and trap well. Roy is rewarded for taking risks and getting a little too close for comfort for both his opponent and himself.
I think Roy can play the traditional sword character game as well though at much lower reward--the difference is that in matchups where the opponent is particularly vulnerable to a traditional sword zoning style, such as Mario, the other character is
still playing Roy's game even past tipper spacing. In general, Mario tends to do alright vs. swords (even if they are losing matchups), because he gets much more reward once he's "in" than the sword character can. But with Roy that isn't true. So against Roy, not only do you have to deal with being outranged, you
also have to deal with taking huge damage if you happen to manage to get past the range.
So, which one is better?
It's a bit of a wash for me. Roy will take a stock at 60 at least once a game. He probably has to commit more than Chrom in order to do so, but the reward is usually so great that it likely evens out over time.
Yeah, I agree that it's too hard to tell which is better.
NairWizard
For me, I'd take hitting characters at the ledge with jab/f-tilt over the hitlag. Roy's most practical tool to hit characters at the ledge is d-tilt which is...okay, but not rewarding so you're left having to react( or more realistically, read ) someone's getup options while the opponent can hang out and see what Roy does because they are in little danger of being KO'd for waiting. Chrom on the other hand can kill you for waiting at the ledge with insanely busted risk-reward in his favor so it necessitates a swift response from the opponent making it more likely that they'll pick an unfavorable option in their haste.
If we're talking about the ledge, Roy getting a read at the ledge kills at like 60, without having to commit to an f-smash, so I think that cancels out Chrom's better/more consistent ledge game, leaving the hitlag as an advantage for Roy.
I also don't think the jab safety is that huge of a deal since for starters, their jabs out-range most grabs so unless you're spacing jab poorly, shield grab isn't that big a deal.
You
are spacing jab poorly in most of the situations where you would use jab.
Second, 1 frame of shield safety isn't going to make huge difference because the game doesn't support that kind of pressure unlike traditional fighters which one frame is actually crucial. The fastest defensive option you have (spotdodge) is frame 3 and rolls frame 4-5 meaning you would need to be at least -7 or -8 to beat grab clean.
You can buffer the follow-up (jab or spotdodge), so it comes out on the first possible frame--in practice, with pushback, Chrom gets shieldgrabbed for jab -> buffered spotdodge or jab -> buffered jab all the time, and Roy doesn't. The 1 extra frame is very carefully placed to matter a lot here. This one's a hard argument to make with numbers alone. Try it against some high-level players; I guarantee you'll see the difference.
Naturally the better option be to poke at opponents with d-tilt since that's -5 and no one's punishing that and mix in jabs when the opponents are holed up to avoid d-tilt but again
d-tilt is a low-to-the-ground option so it's beaten by tons of jumps (which jab is good at catching, depending on the MU). I think it has less general applicability than jab, despite being a really strong option.