RoK the Reaper
Smash Lord
RoK's Guide Version. 2.0
_____________________________________________________________
Many didn't like my last guide, probably because I didn't explain it with enough "Thought" as they said, otherwise, they want me to expand it to the point where even a ******** preschooler can understand it, so that's excatly what I will. So without further adue, the updated version of how to play Roy Correctly and win.
(Wave Dashing, JC Grabbing, SHFFL'ing Wave Landing, CC'ing and CC Smashing are discuss at the very bottom of this guide.)
______________________________________________________________
Important facts for first timers.
Its important that you learn to wavedash, JC Grab and use the C-stick for smash attacks in order to use Roy, otherwise he will be sluggish and not as quick as he should be, lets get that that known.
__________
Roy is not as quick as Marth as far as attack speed goes, he has a few more frames on the smash attack, and has tremendous lag on the bottom attack. His running animation and Marth's are nearly identical, so with the right timing, dexterity can be severly increased with proper L-Canceling going into the dashing animation.
__________
Roy possibly frustrate you due to the fact many disregard him as a good character in smash brothers, and he is hard to play with if you don't know what the hell you're doing, now, to the good stuff.
____________________________________________________________________
Openers **Note** SHFFL' All moves!!!! (Same for other sections)
_____________________________
The main reason Roy usual have problems to kill is because when he starts off fighting someone of moderate weight who is 0%, most of his attacks don't move them much and they can come back with an extreme assault, as Roy gives a bit below normal damage, its seemingly hard to rack up attacks. So therefore, you want to start yourself off with these opening combos as to hurt an opponent good enough for you to begin combo'ing and going for a kill, examples of these are given below. (All Must be done directly from 0%)
_____________________________
RoK-Bo #1
Dash, JC grab, Forward Throw, Dash, JC Grab, Forward Throw(or Back) Forward Smash (C-stick).
Dash and grab, then throw forward, they won't hit the ground and will be vulnerable, you can thus again dash and JC grab and forward throw once more. By this time, they have damage and can fall to the ground and tech out the way of any more throws, so you want to quickly use your C-Stick to smash them, or, if they're too far, you wish to wave dash and then smash attack them (Same for if you throw them in the back of you)
____________________
RoK-Bo #2
Dash, JC Grab, Forward throw, Dash, Nair, Forward Smash (C-Stick).
Dash and grab, then forward throw. Thus again they won't hit the ground, and will be vulnerable, soon as you throw dash and follow up with a nuetral air, SHFFL' this, it should pop them up just enough to fit in a forward smash and send them a good distance.
_____________________
RoK-Bo #3
Dash, JC grab, Forward Throw, Dash, Crouch Canceled down tilt, Forward Smash (C-stick).
Dash and grab, then forward throw. Thus once more, they won't hit the ground and you can strike. Soon as they are thrown, dash forward and smash down on the control stick to stop running, hold the position and hit A for your down tilt, it should send them airborne, they shouldn't be able to DI too far with such low damage, forward smash them to finish this. (There are other openers I use, if enough GOOD response is given and people like it, I will post more, same with other sections).
____________________________________________________________________
Damagers (Middle percents "When they can still be juggled")
__________________________________________________
RoK's Insta Smash (Make sure opponent isn't crouching when doing this, otherwise they won't move and the grab won't be effective, as you'll get hit)
Dash, Fair, Grab, Down Throw, Forward Smash.
Dash at them, making sure they either just missed an attack or you have an opening. Forward air them, try to sweet spot it for max effect, grab them as soon as the hit is done, Throw them down, which will make them land behind you, afterwards, Forward smash them. *** Note, this works very well in Roy Dittos***
_______________________________________________________________
RoK's Train.
Dash, Fair, Down Tilt, Nair, Forward Smash.
Dash at them, then Forward air stunning them just enough so that you can down tilt them, now, remember that the down tilt is jump cancellable if pulled at the right time. Move forward into a Nuetral air to connected. (***Note*** if damage is high this next piece won't work) Forward smash soon afterwards to connect, this is nice and is an eye opener. (Got BlueZaft with it once... though I ran outta room and couldn't forward smash... suicided and died... oh sad sad sad.)
_______________________________________________________________
RoK's Insta classic.
Dash, Uair, Forward Smash.
This is extemely hard to someone who is just getting familiar with a C-stick and keep tapping up on the control stick and trying to press A and ends up getting an extra jump. Roy's Uair is one of his best, if not the best forward smash setup due to its ability to knock someone up, but not far enough to where a smash can't be fitted end. Although takes some practice and if you don't connect with the right part you're screwed.
Dash at them, SHHL' and use your Up air (Short hop, Control stick up, Fast fall with control stick and L Cancel), Should pop them up just enough, Forward smash and finish it.
_________________________________________________________________
Finishers "Death Bringers"
_________________________________________________________________
RoK Said, "Don't say ****" ***EXTREMELY HARD****
While an opponent is off the edge, you'll notice its particular hard for Roy to do an attack off of the cliff on an opponent. This move does that and prevents them from being able to come back, thats not the hard part, the hard part is actually being able to not suicided.
Edgehog> See them coming>Tap back to let go of the edge>Immediately tape Y to jump>Tilt control stick a bit to the direction you want to do your B (Flare blade) into direction of your foe. > Immediately Up+B (No horizontal ) and grasp the edge.
I've done this on several occassions, must practice it more to not suicided so much. But trust me, unexpected and can kill quickly.
____________________________________________
RoK's Peach Stopper.
This can kill a variety, I named it peach because it can kill her at relatively low percents without having too much of a problem. When they're damage is high enough where you think a down smash can kill them, however, you don't want to risk the lag time, do this combo.
Dash, Fair, Downsmash.
_____________________________________________
RoK's Nuff said.
Contrary to popular opinion, Roy has a good Dair, you can use it in two ways, and this can spike in two ways. Bwahahaha.
Edgehog>See opponent coming>Jump+Bair+Holding toward's the direction of the stage, Land on the stage and L-Cancel (Spike)>If it doesn't spike them, but instead sends them up, use the time you did to L-Cancel to immediately do a forward smash.
___________________________________________________________________
Miscellaneous moves and findings.
___________________________________________________________________
Forward Tilt - This move is pretty good actually, it can serve as a type of way to kill at very high percentages that you can't fit a smash in, Or it can set up for a possible edgeguard which is one of Roy's strongest attributes. Especially againstly Fox. (Counter is a ***** to that buttfire).
Down Tilt - The setup move for most of your advancement combos, and what can setup for some early smashes, or edgehogging/Guarding.
Upward tilt- Not very useful at all, maybe as some sort of defense, but I don't see where the hell this helps you at.
Forward Smash - Roy's best killer actually, this can be used in conjunction with a few others, or wavedashing and Running smashing. (Crouch canceled Smashes.)_
Downward Smash - Nice killer of light characters you just can't seem to kill, or to finish off a heavy character whose standing close to an edge. (Must hit with the tip and send them spiraling diagonally down off of the stage). Trust me, hurts.
UpSmash (Spike's) - Can be used as a chain move against falco and Fox if they land into it, and can be done repeatedly if they don't DI Properly, be sure to punish these types. Also, can be nice to defend against Dair abuses, such as Gannon, Captain Falcon, etc. Also, sometimes its a spike! More on this later when If ind more out.
Counter - Good against Fox And Falco's recovery fire move, kicks ***. Gannon's warlock punch and others. This is a main part of my "Untouchable" Method I'm perfecting. But this can drastically keep the momentum in your favor and frustrate a foe. **Hint** times that you would normally shield, use counter instead.
Blade Dancing - Excellent for edge guarding, meteor spike, and has a third input which is another heavy hitter. (Edge guarding is the forth input down of the dance). Must be sure to use with care, can get severely ****ed up if you leave yourself open, and also, try to time your dancing's right if you're looking for a particular part of the dance, because you're not going to be focused on othe other one's and an opening can be caused.
Up B (Recovery) - This is nice, makes him hard to edge hog if he can get up to the top , fire burns! Also, reverse one of these is an instant jiggly puff killer's for people that like using those sleeper combos and the horrendous wall of pain. Besides this, it can also be used horizontally for even more ground, Simply push up B then tilt your control stick diagonally in the direction you wish to go.
_________________________________________________________________
WaveDashing - This is where you slide across the stage, you can do smash attacks and others out of this, useful as most pros do it to get around levels faster, must be practiced, and must have consistent ability to short hop to be truely effect. To do so, Short hop, immediately after pressing the button, air dodge diagonally downwards into the ground.
WaveLanding - Same as Wave Dashing, just air dodge into the ground diagonally once you get close to the ground after a full jump or landing.
Short hop - Used when you're just lightly tapping the jump button to make your character perform a way lower than normal jump, useful in many situations, or in mind games if used alone.
Fast Fall - After you hit the peak of a jump or short hop, smash down on your control stick to go into a faster falling motion, in combination with short hop is how this is most used.
L-Canceling - After you Short hop, Do an attack and then fast fall in the middle of the attack, you push either L,R, or Z to cancel the lag from the move you've did as soon as you hit the ground, better to do this a few frames before hand. (*** Note*** when you should push this button changes when you actually hit someone because the hit lags the frames a bit). Best way of performing Air moves, way quicker.
Dash Dancing - Done by moving the control stick left and right in a quick motio nso that only the first few frames of the dash anmation is shown, as well as a nuetral stance used for "Pivots", or using an attack in the middle of a dash dance.
___________________________________________________________________
RoK's Custom Movements.
___________________________________________________________________
RoK's Feint.
WaveDash Forward, Wave Dash Back, Wave Dash Forward, Roll forward.
This is just used to confuse the hell out of an opponent. Wave dash forward, more than likely he puts up a shield, so you wave dash back, then you wave dash forward, they're thinking they can counter attack since they possibly know whats coming, so you do the one thing a pro hardly does in melee and actually roll!. Do this and fit in a smash if you can, if not, repeat the process.
______________________________________
RoK's KamiKaze Fakeout
While hanging on the edge, you can jump off of it to attack, but you can also jump backwards. Jump backwards toward's them (This is if you've did the off the edge "RoK said don't say ****" move and killed yourself and your opponent") Be sure to say, "Y'know whats coming", This way they're going to be in anticipation of it. Jump backwards so he's flipping, but as soon as you jump hold towards the stage, and he'll move back to it and grab the edge. Your opponent by this time normally does a recovery move and you can roll up to the stage and set up a smash. Or they'll drop below you to try and do their recovery move just enough to grab the edge, and you can edge hang.
__________________________________________
So far, this is it for RoK's Ultimate Roy Guide 2.0 , I got more **** to add but if ****** think it ain't useful I ain't finna waste my time putting down finer tech's I've found out. Speaking of, if you don't like this guide you can go **** yourself! Happy playing!
_____________________________________________________________
Many didn't like my last guide, probably because I didn't explain it with enough "Thought" as they said, otherwise, they want me to expand it to the point where even a ******** preschooler can understand it, so that's excatly what I will. So without further adue, the updated version of how to play Roy Correctly and win.
(Wave Dashing, JC Grabbing, SHFFL'ing Wave Landing, CC'ing and CC Smashing are discuss at the very bottom of this guide.)
______________________________________________________________
Important facts for first timers.
Its important that you learn to wavedash, JC Grab and use the C-stick for smash attacks in order to use Roy, otherwise he will be sluggish and not as quick as he should be, lets get that that known.
__________
Roy is not as quick as Marth as far as attack speed goes, he has a few more frames on the smash attack, and has tremendous lag on the bottom attack. His running animation and Marth's are nearly identical, so with the right timing, dexterity can be severly increased with proper L-Canceling going into the dashing animation.
__________
Roy possibly frustrate you due to the fact many disregard him as a good character in smash brothers, and he is hard to play with if you don't know what the hell you're doing, now, to the good stuff.
____________________________________________________________________
Openers **Note** SHFFL' All moves!!!! (Same for other sections)
_____________________________
The main reason Roy usual have problems to kill is because when he starts off fighting someone of moderate weight who is 0%, most of his attacks don't move them much and they can come back with an extreme assault, as Roy gives a bit below normal damage, its seemingly hard to rack up attacks. So therefore, you want to start yourself off with these opening combos as to hurt an opponent good enough for you to begin combo'ing and going for a kill, examples of these are given below. (All Must be done directly from 0%)
_____________________________
RoK-Bo #1
Dash, JC grab, Forward Throw, Dash, JC Grab, Forward Throw(or Back) Forward Smash (C-stick).
Dash and grab, then throw forward, they won't hit the ground and will be vulnerable, you can thus again dash and JC grab and forward throw once more. By this time, they have damage and can fall to the ground and tech out the way of any more throws, so you want to quickly use your C-Stick to smash them, or, if they're too far, you wish to wave dash and then smash attack them (Same for if you throw them in the back of you)
____________________
RoK-Bo #2
Dash, JC Grab, Forward throw, Dash, Nair, Forward Smash (C-Stick).
Dash and grab, then forward throw. Thus again they won't hit the ground, and will be vulnerable, soon as you throw dash and follow up with a nuetral air, SHFFL' this, it should pop them up just enough to fit in a forward smash and send them a good distance.
_____________________
RoK-Bo #3
Dash, JC grab, Forward Throw, Dash, Crouch Canceled down tilt, Forward Smash (C-stick).
Dash and grab, then forward throw. Thus once more, they won't hit the ground and you can strike. Soon as they are thrown, dash forward and smash down on the control stick to stop running, hold the position and hit A for your down tilt, it should send them airborne, they shouldn't be able to DI too far with such low damage, forward smash them to finish this. (There are other openers I use, if enough GOOD response is given and people like it, I will post more, same with other sections).
____________________________________________________________________
Damagers (Middle percents "When they can still be juggled")
__________________________________________________
RoK's Insta Smash (Make sure opponent isn't crouching when doing this, otherwise they won't move and the grab won't be effective, as you'll get hit)
Dash, Fair, Grab, Down Throw, Forward Smash.
Dash at them, making sure they either just missed an attack or you have an opening. Forward air them, try to sweet spot it for max effect, grab them as soon as the hit is done, Throw them down, which will make them land behind you, afterwards, Forward smash them. *** Note, this works very well in Roy Dittos***
_______________________________________________________________
RoK's Train.
Dash, Fair, Down Tilt, Nair, Forward Smash.
Dash at them, then Forward air stunning them just enough so that you can down tilt them, now, remember that the down tilt is jump cancellable if pulled at the right time. Move forward into a Nuetral air to connected. (***Note*** if damage is high this next piece won't work) Forward smash soon afterwards to connect, this is nice and is an eye opener. (Got BlueZaft with it once... though I ran outta room and couldn't forward smash... suicided and died... oh sad sad sad.)
_______________________________________________________________
RoK's Insta classic.
Dash, Uair, Forward Smash.
This is extemely hard to someone who is just getting familiar with a C-stick and keep tapping up on the control stick and trying to press A and ends up getting an extra jump. Roy's Uair is one of his best, if not the best forward smash setup due to its ability to knock someone up, but not far enough to where a smash can't be fitted end. Although takes some practice and if you don't connect with the right part you're screwed.
Dash at them, SHHL' and use your Up air (Short hop, Control stick up, Fast fall with control stick and L Cancel), Should pop them up just enough, Forward smash and finish it.
_________________________________________________________________
Finishers "Death Bringers"
_________________________________________________________________
RoK Said, "Don't say ****" ***EXTREMELY HARD****
While an opponent is off the edge, you'll notice its particular hard for Roy to do an attack off of the cliff on an opponent. This move does that and prevents them from being able to come back, thats not the hard part, the hard part is actually being able to not suicided.
Edgehog> See them coming>Tap back to let go of the edge>Immediately tape Y to jump>Tilt control stick a bit to the direction you want to do your B (Flare blade) into direction of your foe. > Immediately Up+B (No horizontal ) and grasp the edge.
I've done this on several occassions, must practice it more to not suicided so much. But trust me, unexpected and can kill quickly.
____________________________________________
RoK's Peach Stopper.
This can kill a variety, I named it peach because it can kill her at relatively low percents without having too much of a problem. When they're damage is high enough where you think a down smash can kill them, however, you don't want to risk the lag time, do this combo.
Dash, Fair, Downsmash.
_____________________________________________
RoK's Nuff said.
Contrary to popular opinion, Roy has a good Dair, you can use it in two ways, and this can spike in two ways. Bwahahaha.
Edgehog>See opponent coming>Jump+Bair+Holding toward's the direction of the stage, Land on the stage and L-Cancel (Spike)>If it doesn't spike them, but instead sends them up, use the time you did to L-Cancel to immediately do a forward smash.
___________________________________________________________________
Miscellaneous moves and findings.
___________________________________________________________________
Forward Tilt - This move is pretty good actually, it can serve as a type of way to kill at very high percentages that you can't fit a smash in, Or it can set up for a possible edgeguard which is one of Roy's strongest attributes. Especially againstly Fox. (Counter is a ***** to that buttfire).
Down Tilt - The setup move for most of your advancement combos, and what can setup for some early smashes, or edgehogging/Guarding.
Upward tilt- Not very useful at all, maybe as some sort of defense, but I don't see where the hell this helps you at.
Forward Smash - Roy's best killer actually, this can be used in conjunction with a few others, or wavedashing and Running smashing. (Crouch canceled Smashes.)_
Downward Smash - Nice killer of light characters you just can't seem to kill, or to finish off a heavy character whose standing close to an edge. (Must hit with the tip and send them spiraling diagonally down off of the stage). Trust me, hurts.
UpSmash (Spike's) - Can be used as a chain move against falco and Fox if they land into it, and can be done repeatedly if they don't DI Properly, be sure to punish these types. Also, can be nice to defend against Dair abuses, such as Gannon, Captain Falcon, etc. Also, sometimes its a spike! More on this later when If ind more out.
Counter - Good against Fox And Falco's recovery fire move, kicks ***. Gannon's warlock punch and others. This is a main part of my "Untouchable" Method I'm perfecting. But this can drastically keep the momentum in your favor and frustrate a foe. **Hint** times that you would normally shield, use counter instead.
Blade Dancing - Excellent for edge guarding, meteor spike, and has a third input which is another heavy hitter. (Edge guarding is the forth input down of the dance). Must be sure to use with care, can get severely ****ed up if you leave yourself open, and also, try to time your dancing's right if you're looking for a particular part of the dance, because you're not going to be focused on othe other one's and an opening can be caused.
Up B (Recovery) - This is nice, makes him hard to edge hog if he can get up to the top , fire burns! Also, reverse one of these is an instant jiggly puff killer's for people that like using those sleeper combos and the horrendous wall of pain. Besides this, it can also be used horizontally for even more ground, Simply push up B then tilt your control stick diagonally in the direction you wish to go.
_________________________________________________________________
WaveDashing - This is where you slide across the stage, you can do smash attacks and others out of this, useful as most pros do it to get around levels faster, must be practiced, and must have consistent ability to short hop to be truely effect. To do so, Short hop, immediately after pressing the button, air dodge diagonally downwards into the ground.
WaveLanding - Same as Wave Dashing, just air dodge into the ground diagonally once you get close to the ground after a full jump or landing.
Short hop - Used when you're just lightly tapping the jump button to make your character perform a way lower than normal jump, useful in many situations, or in mind games if used alone.
Fast Fall - After you hit the peak of a jump or short hop, smash down on your control stick to go into a faster falling motion, in combination with short hop is how this is most used.
L-Canceling - After you Short hop, Do an attack and then fast fall in the middle of the attack, you push either L,R, or Z to cancel the lag from the move you've did as soon as you hit the ground, better to do this a few frames before hand. (*** Note*** when you should push this button changes when you actually hit someone because the hit lags the frames a bit). Best way of performing Air moves, way quicker.
Dash Dancing - Done by moving the control stick left and right in a quick motio nso that only the first few frames of the dash anmation is shown, as well as a nuetral stance used for "Pivots", or using an attack in the middle of a dash dance.
___________________________________________________________________
RoK's Custom Movements.
___________________________________________________________________
RoK's Feint.
WaveDash Forward, Wave Dash Back, Wave Dash Forward, Roll forward.
This is just used to confuse the hell out of an opponent. Wave dash forward, more than likely he puts up a shield, so you wave dash back, then you wave dash forward, they're thinking they can counter attack since they possibly know whats coming, so you do the one thing a pro hardly does in melee and actually roll!. Do this and fit in a smash if you can, if not, repeat the process.
______________________________________
RoK's KamiKaze Fakeout
While hanging on the edge, you can jump off of it to attack, but you can also jump backwards. Jump backwards toward's them (This is if you've did the off the edge "RoK said don't say ****" move and killed yourself and your opponent") Be sure to say, "Y'know whats coming", This way they're going to be in anticipation of it. Jump backwards so he's flipping, but as soon as you jump hold towards the stage, and he'll move back to it and grab the edge. Your opponent by this time normally does a recovery move and you can roll up to the stage and set up a smash. Or they'll drop below you to try and do their recovery move just enough to grab the edge, and you can edge hang.
__________________________________________
So far, this is it for RoK's Ultimate Roy Guide 2.0 , I got more **** to add but if ****** think it ain't useful I ain't finna waste my time putting down finer tech's I've found out. Speaking of, if you don't like this guide you can go **** yourself! Happy playing!