Don't worry, this'll never get old imo. Roy's our boy!
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Very nice! Thank you for sharing.
Stealing the last jump on the Pac-man's trampoline was particularly hilarious. You're also much braver than I am off-stage lol. I almost never go off-stage (unless high, or what looks to be an easy mark), and when I do, I oftentimes end up getting edge-guarded myself. >.>
One thing I might recommend would be more low % grab combos. Dthrow > utilt / jab > regrabs, especially on fast-fallers (Roy dittoes, Falcon, Fox, sometimes ZSS, Sheik). Here's a clip showing what I mean.
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Also, going back to the conversation on Undertale, after trying the demo, I think I'm sold on that game. Not super fond of the bullet h*ll aspect, but I'm sure I can get used to it, and the concept is intriguing.
I do like jab -> regrab or nair to continue the combo, or end with DED a lot, but I do need to tighten that area up a lot.
I dislike utilt a lot as a move, but it has uses and I need to experiment with it more.
I usually get around 30 with a grab at low percents. I like grab, dthrow, jab, regrab, then DED with as many sweetspots as I can, and/or the final down variation, which is a lot more guaranteed than other regrabs I've played with.
A lot of Roy's grab combos at low and mid percents involve mixups and watching what your opponent does with guaranteed ways to punish no matter what they do as long as you read and/or react correctly, which I really adore about Roy and it teaches me about smash more.
Unfortunately, some aspects of my gameplay weren't friendly with the more exciting clips, like low percent combos and kill confirms, and I'm looking to feature those more next time.
I can help with going offstage.
Mixing up your recovery with airdodges, saving you second jump, fastfalling, and angling Blazer helps.
You can use multiple options at the same time while recovering. Fastfalling while airdodging, then airdodging while jumping, then doing a plain vertical Blazer is one way to mix it up.
Using Blazer before you even use your second jump and angling it is another mixup.
Using Blazer early just to hit a hungry foe going offstage is something I love to do.
You can save your second jump, go really low, then use vertical (non-angled) Blazer after jumping.
Keep mixing up your recovery, use different tools, and switch from going high to medium to low.
If someone grabs the edge at the same time as you, roll onstage to avoid the possibility of being forced off, then watch what they do and punish.
For edgeguarding, Roy has some really nice and practical options.
You can run offstage and fair or nair without jumping.
Offstage fair while fastfalling, then jumping and using Blazer to recover is excellent to beat certain safe recovery patterns and tethers.
Going high and far with fair or bair is also good.
Offstage counter is good against recoveries with hitboxes like Ness and Shulk's.
Use friendlies and For Glory or Smashladder simply to experiment and learn while going outside your comfort zone and trying new things, it's helped me a lot. Try risky aerial combos/strings or edgeguards, or temporarily try a character that can go really far offstage like Jigglypuff or Kirby to warm up to edgeguards.
As for Undertale, I'm really glad you enjoy the demo. The game only gets better from there.
Whether you want Imperfect Pacifist, Perfect Pacifist, Mixed (killing at least one thing), or Genocide, I can help with any of those.