Carlil
Smash Rookie
Fellow roy mains! I need help fighting ivysaur, can anyone with experience in that match up enlighten me?
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Before I give any answers, what do you have problems with against Ivy? Or what specifically seems to give you trouble when fighting her?Fellow roy mains! I need help fighting ivysaur, can anyone with experience in that match up enlighten me?
idk if itd be easy to make an opinion of every MU for roy so soon, especially since the 3.6 changes (from the beta and the full release) have effected MU's it may be too soon to say other then a hand full of MUs.Your opinions on Roy's MU spread in the Community MU chart?
I have a lot of Charizard experience and Charizard is really bad for Roy. Roy combo's charizard really well at low, mid, and to a certain extent, high percents but he also struggles to kill him if it isn't on a small stage. You have to either get a read or tech chase into a kill (And he is heavy so your throws are a little slower to act out of). He has huge range and because you rely on the hilt, he can easily space you out and your best option is f-tilt, but its hard to get much off of it from the tip. Charizard also combos the hell out of you and it is hard to get him off of you. His down tilt also makes it very easy to edgeguard you. He is also very strong and does a lot of damage, has multiple jumps, a glide, and a pretty decent up-b. You have to really outplay him to win.however i would say that i strongly disagree with charizard being -2 because i think roy destroys charizard. id say DK should be the worst MU on the roy chart for roy i feel.
I think jigglypuff would be even
Im fairly inclined to believe you on jiggs being bad for roy but i wouldnt say that its that bad. jiggs does have a better aerial game but i disagree about being able to challenge her in the air, roy has a sword and thats going to beat any of her aerials unless roy is trying to get a meaty hilt attack. not to say that roy has a better air game then jiggs but if roy picks his moments carefully he should be able to swat her without trading. characters like jiggs and luigi i feel are MUs where roy does in fact have to switch to a more slow paced tipper game where roy is just trying to tack on bits of damage here and there rather then trying to push in in a MU that doesnt allow for it. once they are at a high enough percent roy has to be patient and try to find safe kill options with ftilt and other large range moves and since jiggs is the lightest character in the game it'll kill at a somewhat more reasonable percent then it would against the rest of the cast. though marth would do this much better and should probably be used instead for jiggs (which even if the roy player doesnt play marth they should be able to handle this MU better considering the similar moveset and better MU vs jiggs).I have a lot of Charizard experience and Charizard is really bad for Roy. Roy combo's charizard really well at low, mid, and to a certain extent, high percents but he also struggles to kill him if it isn't on a small stage. You have to either get a read or tech chase into a kill (And he is heavy so your throws are a little slower to act out of). He has huge range and because you rely on the hilt, he can easily space you out and your best option is f-tilt, but its hard to get much off of it from the tip. Charizard also combos the hell out of you and it is hard to get him off of you. His down tilt also makes it very easy to edgeguard you. He is also very strong and does a lot of damage, has multiple jumps, a glide, and a pretty decent up-b. You have to really outplay him to win.
And I've played a lot of Jigglypuff/Roy recently, this is not fun at all. In my opinion, Roys revolves around how well he combos his opponent, can he combo them at high or kill percents, and how well he converts that combo into a kill or kill move. He can't combo Jigglypuff, he struggles to kill her, and he can't combo her into a kill. She has no problem comboing him, she has no problem killing him, and she can combo him into a kill move. You can't challenge her in the air, its hard to approach her, and your only option is to space her out with up-tilt and f-tilt and camp the hell out of her. Yes, you can kill her with up-b, no, that doesn't make the match up any better because that only works if she misses a rest.
maybe but i doubt that you'd be able to get it at kill percents so itd only work as a poke if you can get it to work at all. i have gotten roy's sideB into utilt but it seems to only work with bad DI.Is SideB into FTilt viable against floaties? Sorta like how Marth goes for SideB UTilt in Melee in those MU's?
I cant say that i know this matchup very well but i do know some general stuff about wario. his sideB gets stronger as he travels. he has really amazing aerial momentum shifting so he can zigzag in and out of your range easily from the air. and his attack range is pretty short for a majority of his moves. i unfortunately dont know how roy should approach this matchup as a whole because i dont have much wario experience.Hey guys, I'm pretty new here and I've been playing PM to get better for the last 3 months. Roy is my main, and I tend to have more trouble against floaties. One of my friends plays Wario and I usually beat him, but its not due to any matchup knowledge that I have. I was wondering if you guys could explain the matchup to me and what to watch for.
I cant say that i know this matchup very well but i do know some general stuff about wario. his sideB gets stronger as he travels. he has really amazing aerial momentum shifting so he can zigzag in and out of your range easily from the air. and his attack range is pretty short for a majority of his moves. i unfortunately dont know how roy should approach this matchup as a whole because i dont have much wario experience.
What you said about the grabs is very interesting. My grab game is one of my stronger facets right now, so I'll have to be mindful of that when I play Wario. I usually try to outspace the side B's and punish with a grab, same with outspacing his aerials. I also usually tend to shield grab as a punish, but I can see that I should probably do a short hop aerial out of shield. What punishes would you recommend in, say, situations where I would normally punish with a grab?You pretty much want to be mindful of Wario's side b at all times, try to bait it and punish it. All the Wario's around me thrive on side B shinanigans off stage. I think a slow defensive approach is best against Wario. If you can get him off stage, there's not much he can do to get back, I wouldn't rely on grabs that much in this matchup either, seeing as how Wario wants to be close to you
If you block side b with your shield that's a free down smash most of the time, Down smash comes out really fast. It's probably the best OoS option besides grab, also d-tilt into Bair out of shield is pretty good at mid percents,What you said about the grabs is very interesting. My grab game is one of my stronger facets right now, so I'll have to be mindful of that when I play Wario. I usually try to outspace the side B's and punish with a grab, same with outspacing his aerials. I also usually tend to shield grab as a punish, but I can see that I should probably do a short hop aerial out of shield. What punishes would you recommend in, say, situations where I would normally punish with a grab?
It sucks ass, if Kirby gets you off stage all he has to do is avoid your Up b and Bair you, I think Kirby is Roy's worst matchup along with Rob, And Dedede.How is the Roy/Kirby match-up? I was thinking using Roy instead of Ike.
maybe it's just me being salty about all the good Kirbys in my scene. I'm just not keen on the matchup knowledge. I thought they could DI out of Down through Forward smash?Roy does fine against Kirby imo, Kirby is at a good combo weight for Roy honestly, nair and fair beat Kirby in the matchup, fsmash and bair are brutal to Kirby because of how easily and quickly they can kill.
Also dthrow to fsmash is broken on kirby
maybe it's just me being salty about all the good Kirbys in my scene. I'm just not keen on the matchup knowledge. I thought they could DI out of Down through Forward smash?
Yo thanks for sharing this I'm gonna study the hell out of it. Rock on R O Y B O Y ZI had a set against Tetraflora, one of the best Kirby's to play the game. https://www.youtube.com/watch?v=u4HCvYZPcYU
She was having an off day, but beating her was one of my first big victories. Idk if watching this can help you figure out things Roy has over Kirby.
Best of luck in the matchup! :D
jab and dtilt work really well for stuffing grounded approaches but and jab can definitely stuff aerial approaches but sideB's hitbox covers higher up then jab does which might catch falcon if he tries to bait a jab out by short hopping in and then double jumping over the jab. then falcon is above you in hitstun without a double jump.i usually used jab or dtilt, but side b should work as well. I`ll try that.
ok so if she does happen to setup what should my gameplan be? also i find her difficult to combo, what are some good combos to use on her?Zelda is all about not letting her set up, and playing a patient yet aggressive game plan. Always be ready to apply pressure, but make sure you bait her. I wouldn't approach from the air, I think F-tilt poking is gonna be your friend here also. Once you get in on her though she has almost no options to stop you. Always play her on a smallish stage too.
One part of your gameplan should be staying in her face at all times. If she sets up, swat the dins away. If you confirm a dtilt, don't focus on comboing her, just focus on keeping her in the air. Her dair has next to no disjoint so spamming uair after she uses her DJ can effectively keep her from landing. If you know a bair will kill, then you can uair --> bair her. Also, Roy cannot effectively CC her. If you run up and crouch, she will fair you, sending you flying across the stage and to your death. If the Zelda knows this, then she will obviously try to space with fair. So your gameplan in this situation would be to run up extra close to her to make her uncomfortable, and shield. She will probably fair your shield and if you shield DI inward, you might be able to confirm a grab. From there, go for either the fthrow or dthrow mixup. That, or you can just go exclusively for dthrow to send her high enough in the air so that you can setup for keeping her there. If you feel like you can't get in on her and she's just spacing you out alot, just ftilit her to let the player know that you can space as well and more importantly, that you have a better spacing tool.ok so if she does happen to setup what should my gameplan be? also i find her difficult to combo, what are some good combos to use on her?
thanks i'll practice to make sure that i dont forget and start auto-piloting.One part of your gameplan should be staying in her face at all times. If she sets up, swat the dins away. If you confirm a dtilt, don't focus on comboing her, just focus on keeping her in the air. Her dair has next to no disjoint so spamming uair after she uses her DJ can effectively keep her from landing. If you know a bair will kill, then you can uair --> bair her. Also, Roy cannot effectively CC her. If you run up and crouch, she will fair you, sending you flying across the stage and to your death. If the Zelda knows this, then she will obviously try to space with fair. So your gameplan in this situation would be to run up extra close to her to make her uncomfortable, and shield. She will probably fair your shield and if you shield DI inward, you might be able to confirm a grab. From there, go for either the fthrow or dthrow mixup. That, or you can just go exclusively for dthrow to send her high enough in the air so that you can setup for keeping her there. If you feel like you can't get in on her and she's just spacing you out alot, just ftilit her to let the player know that you can space as well and more importantly, that you have a better spacing tool.
wow, thanks a lot. this his pretty much every concern I had.I think there's a few posts on it further back in the thread, but generally Roy-GnW boils down to some key bullet points:
- Apply heavy dash dancing to bait things out and find openings
- Abuse your disjoint to out-range him. Sourspot hits work well
- Don't run into his hitboxes when he puts them out
- DI and tech throws (be prepared to do either/both) as best as you can
- DI everything, really
- Respect his Dtilt like crazy (don't approach low percent CC with aerials), but counter with your own
- Swat him with Fairs and box him out with Nairs
- If he goes above you, try to keep him there. Punish poor landing options (Dairs)
- Pay attention to what you're getting off your grabs and try to maximize it
to add some random points onto the G&W MU in terms of neutral, he uses bacon to try and cover any SH approaches and dtilt to cover the grounded options so learning to respect and find ways around that is going to be one of your goals in neutral as roy. As dakpo has said many times, he feels that roy beats G&W because roy and G&W have very similar gameplans but roy does them better in this MU (i.e. roy's dtilt and CC game are better then G&W's, roy has a better DD and more range on his moves generally). If you can get G&W to approach you that would be ideal because G&W's main approach tool is bacon and either bair, fair or inching foward with dtilts but for the last option, if he inches forward to get into dtilt range then hes moving into your dtilt range because both characters have very similar horizontal reach with their dtilts and if G&W is the one moving in range of that then you get a free dtilt on him before he can throw out his own.wow, thanks a lot. this his pretty much every concern I had.