RoK the Reaper
Smash Lord
Roy Edgeguarding. There's actually a different number of ways to edgeguard with Roy, and all of them risk you dying, not because they won't connect, but because timing is critical. These are also all good Marth Killers, also one is known as the "RoK spike" (Used a lot, but I'm renaming it cause I'm he only one I've seen do it with Roy.) Also, other things such as the psuedo spike, and Rokimaze (RoK-e-Mah-Zay) otherwise, Suicidal guards that are sure to kill, Let me explain.
From Stage Edgeguards
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These edgeguards can be used from on the stage to try and disrupt an opponent that is trying to make it back.
Double edge dance to the very last hit, with proper-timing, can connect and kill someone who is trying to grab the stage, or, messes up a sweet spot and goes too far past the edge. Proper-timing, and dexterity of the double edge dance is required. Also, if you can, notice how they jump and get ready.
Double Edge dance, last hit but the down combination. You can use your down move to stop people, also goes a little bit below the stage. This also pushes them away a bit and may force them to jump again, giving you the opportunity for a forward smash.
Regular charged B - Good against gannons and captain falco's that can't sweet spot. Also good against fox/falco's illusion moves. Make sure you hit with the tip, as it pushes them outwards, don't try to use the sweet spotted part of Roys blade.
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Stage to Air Edge guards
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Edge Guarsd that come from the stage that you can jump out and use, these are used to try and kill an opponent and then edgehog him.
Regular charged b - Jump out and hold it a sec and use it. Best used as a mind game, as you can turn around from a back jumping position and use it. I suggest wave dashing backwards, then jumping and turning around and using it. Great for people with medium-hight damage.
Forward Air - Can be used to slightly push them back, and if you know what you're doing and they're close enough to landing, you can do this twice before having to jump back (One time per jump, using both of them). Gotta know what the hell you're doing.
Back air to forward air - You can jump off the stage and back air, if you do it right, you'll be getting out your back air at the peak of the jump, and can turn around in the air to do your forward air and make it back o the stage. Practice is required to land this move.
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From the Edge, edgeGuards.
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Can be preformed by holding onto the edge, jump off from holding the edge, and then attack, and grab it. Situational, high risk of dying, yet effective, all require immediate use, and then use of Up+B.
Nuetral B turn around. - Push back to lightly fall and then tap jump, lightly tilt the control stick in the opposite direction towards opponent, flare blade and then immediately up b to get back to the stage, should connect and barely reach the stage.
Back air - If you push back lightly and fall, jump to get maximum height, you will be able to back air and then horizontal up b to make it back. This messes up a lot of Marth's and other players, use this with caution.
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KamiKaze Guards
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At medium-High percents these are definately killers of your opponent... and yourself.
Double back air - Jump off the stage and back air, once it connects, jump again and wait for the right time to back air them again. Fall to death.
Down air (from holding edge) - You can do this either getting on the stage (If you do it right and they're a little above you, it can spike down as fast as marth's, little something I learned and I call it "teh RoK Spike". ) Or, you can do it going outwards, and have the very end of the sword hit when its being swung around (going out) and it knocks your opponent a good distance away.
Full double edge dance from air - Must be on a stage with platforms, Wave dash and jump off the heighest one that you can get off stage with, use double edge dance as fast as you can, if done right, can connect with the final one and kill.
(Risky) DED mid-air spike. - Use the double edge dance, third input as up and you can attempt a meteor spike. The reason this is risky, you have to hit witht he middle of the blade nearly perfectly, and then again its easier to meteor cancel. Most effective after the Kami-Kaze move above, as they will be expecting different. Its possible to make it back from this move, but not very likely.
Flare blade of doom - If you opponent is a good ways off stage, double full jump, and hit them with flare blade, killing any hope they made of had of their jump and up b saving them.
Well, I hope this has been helpful to all you ROY MAINS. Out there. Got some **** to say, we can say it, but don't knock it till you've tried it.
From Stage Edgeguards
___________________________________________________
These edgeguards can be used from on the stage to try and disrupt an opponent that is trying to make it back.
Double edge dance to the very last hit, with proper-timing, can connect and kill someone who is trying to grab the stage, or, messes up a sweet spot and goes too far past the edge. Proper-timing, and dexterity of the double edge dance is required. Also, if you can, notice how they jump and get ready.
Double Edge dance, last hit but the down combination. You can use your down move to stop people, also goes a little bit below the stage. This also pushes them away a bit and may force them to jump again, giving you the opportunity for a forward smash.
Regular charged B - Good against gannons and captain falco's that can't sweet spot. Also good against fox/falco's illusion moves. Make sure you hit with the tip, as it pushes them outwards, don't try to use the sweet spotted part of Roys blade.
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Stage to Air Edge guards
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Edge Guarsd that come from the stage that you can jump out and use, these are used to try and kill an opponent and then edgehog him.
Regular charged b - Jump out and hold it a sec and use it. Best used as a mind game, as you can turn around from a back jumping position and use it. I suggest wave dashing backwards, then jumping and turning around and using it. Great for people with medium-hight damage.
Forward Air - Can be used to slightly push them back, and if you know what you're doing and they're close enough to landing, you can do this twice before having to jump back (One time per jump, using both of them). Gotta know what the hell you're doing.
Back air to forward air - You can jump off the stage and back air, if you do it right, you'll be getting out your back air at the peak of the jump, and can turn around in the air to do your forward air and make it back o the stage. Practice is required to land this move.
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From the Edge, edgeGuards.
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Can be preformed by holding onto the edge, jump off from holding the edge, and then attack, and grab it. Situational, high risk of dying, yet effective, all require immediate use, and then use of Up+B.
Nuetral B turn around. - Push back to lightly fall and then tap jump, lightly tilt the control stick in the opposite direction towards opponent, flare blade and then immediately up b to get back to the stage, should connect and barely reach the stage.
Back air - If you push back lightly and fall, jump to get maximum height, you will be able to back air and then horizontal up b to make it back. This messes up a lot of Marth's and other players, use this with caution.
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KamiKaze Guards
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At medium-High percents these are definately killers of your opponent... and yourself.
Double back air - Jump off the stage and back air, once it connects, jump again and wait for the right time to back air them again. Fall to death.
Down air (from holding edge) - You can do this either getting on the stage (If you do it right and they're a little above you, it can spike down as fast as marth's, little something I learned and I call it "teh RoK Spike". ) Or, you can do it going outwards, and have the very end of the sword hit when its being swung around (going out) and it knocks your opponent a good distance away.
Full double edge dance from air - Must be on a stage with platforms, Wave dash and jump off the heighest one that you can get off stage with, use double edge dance as fast as you can, if done right, can connect with the final one and kill.
(Risky) DED mid-air spike. - Use the double edge dance, third input as up and you can attempt a meteor spike. The reason this is risky, you have to hit witht he middle of the blade nearly perfectly, and then again its easier to meteor cancel. Most effective after the Kami-Kaze move above, as they will be expecting different. Its possible to make it back from this move, but not very likely.
Flare blade of doom - If you opponent is a good ways off stage, double full jump, and hit them with flare blade, killing any hope they made of had of their jump and up b saving them.
Well, I hope this has been helpful to all you ROY MAINS. Out there. Got some **** to say, we can say it, but don't knock it till you've tried it.