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Social Roy Social - R O Y B O Y Z

~ Valkyrie ~

Holy Maiden Warrior
Premium
Joined
Jun 18, 2011
Messages
9,001
Location
Marvel Land ~ Eternally Slumbering
NNID
IndyGo98
3DS FC
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Switch FC
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Okay, I'm sorry about earlier. I found out a buddy died before work this morning and I saw a conversation between my last ex and the guy she two-timed and left me for, so I've felt shaken up and miserable all day. It's still no excuse to leave an offhand comment that rude, I'm at least glad I was able to pull myself back before I went in and acted much more destructive like I really wanted to. I wanted to do anything I could to get the pain out, but the day's over and I'm in a spot of healing, and my last few hours were nice. I do feel irritated with recurring discussion on Roy's tiering, however I could handle it much better.

I feel like we get nowhere when the topic's brought up, and I feel like the social only becomes active for that topic. I would like to discuss other things that are more progressive or entertaining more often, and focus on advancing the character rather than staying in the same place on a discussion where we might never know who is in the right. It feels endless, and like we're going nowhere. I would ask that we please refrain from any tiering or viability discussions, because I see no positives to it whatsoever. If we really need to have them, we have a meta thread that's stickied iirc. I don't know how everyone feels on this, so I'll keep my mouth shut if other users don't see a problem with it.

I do want to improve my rep and keep learning and be a good example of a Roy main rather than what I've been doing, and today didn't help. I would like to chill out on future posts, so that users don't indirectly call me crazy or feel uncomfortable when I'm around.
My dearest condolences Mason. Take your time there and I hope you'll find peace sometime soon.



On that note, while we're still trying to concise the difficulties with the character along other things, I might have to second this to a good degree. Like before, I suggested that we'd finally put these things behind us instead of running around in circles while finding nothing we hadn't found before.

Still, I guess I wasn't alone feeling that Roy's difficulty seems pretty dang high - though the concept of him being usurped by other characters doing his better with much easier results I hope to prove wrong or at least put in a niche that they can't replicate with better ease. Best of luck and dedication for us all! :4feroy::4feroy::4feroy:
 
Joined
Oct 3, 2011
Messages
1,296
I just thought of something.

Few of the top/high characters in Smash 4 have notable movement options. They don't require learning of a lot of advanced movement tech or difficult tech otherwise to do well, they're easier and more straightforward to use than someone like Falcon or Roy. It's difficult to apply Meta Knight's punishes correctly and play him properly, but once people did, he became a staple high-tier. He was commonly considered to be a bad character for a long time beforehand, he didn't really have results until a lot of upsets happened and people realized how good he was.

Proper movement is difficult to learn and utilize in Smash 4. You have to learn things such as extended dash dancing, perfect pivoting, how to pivot grab correctly, tomahawking and sometimes platform tomahawking, and how to be mobile with your aerials and cross people up while generally being safe on shield. These are difficult concepts to apply in actual matches, but that's when they start to really become rewarding and strengthen a player's neutral a lot.
They're technically difficult to execute and require insane patience and a focused mind to begin to properly implement.
These concepts are absolutely necessary for someone like Captain Falcon or Fox, and one of the next steps of pushing Roy is learning these options and pushing his excellent ground and air mobility.

Falcon has a lot of mobility tools, with a lot of different learning processes and applications that take time to develop. He has some absolutely terrible matchups that become much better for him once he uses all of these tools in conjunction. It all contributes to a high learning curve, and only a few Falcons dominate tournaments despite him being a popular character. When we do see those Falcons, they're beasts. They show they have the tools to keep up with the best characters in the game, and constantly do amazing things. It's something from both the character and his players.
Because of this, I don't think we should be discouraged. We have a much less popular character, with a similar high learning curve, and our dedicated Roys are all climbing the curve and learning new things. The idea of an optimized Roy is scary, and we have yet to see one.

The thing about these tools, is that characters such as Falcon, Fox, and Roy benefit from them much more than anyone else, so you're losing out on a lot if you're not actively trying to learn and implement all of them. Roy is probably the only high-mobility character in this vein where utilizing these tools isn't really recognized as a staple.

Another Falcon thing, is that in Melee, he really started to rise from more players once his mobility options and tech chasing were explored. It's safe to say that we need to learn both to push Roy in Smash 4.

Roy's grab range sucks, BUT with pivot grabbing his mobility makes it have insane grab distance, so it really opens up his footsies and grab game.

His punish game is really underutilized, the amount of true combos and setups he has are massive, but they're all difficult to optimize.

He's one of the only characters who can tech chase, and he's probably the potent best at it.

All successful PM Roys have movement tools utilized to their fullest and really squeeze out the power of their combos/strings, which is why they win tournaments. That's just not applied to Smash 4 so far. Every semi-competent PM Roy can tech-chase, but how many Smash 4 Roys do you see doing it? How many Smash 4 Roys do you see doing a lot of things like the stuff in here:


Let me ask you guys this:

How many Roys do you see who can:

Neutral:
  • Extended dash dance
  • Perfect pivot for spacing
  • Pivot grab
  • Use solid Out of Shield (OoS) options
  • Ledge trump setups and properly covering the ledge
  • Perfect shield
Punish:
  • Tech chase
  • Consistently punish ledge options
  • Push throw combos to 20-35 damage or more
  • Regrab off most sourspot hits
  • Kill confirm from nair 1 or sourspot up air
  • Edgeguard properly
  • Frametrap hard and consistently, like with landings
  • Get tons of mileage off nair/uair/utilt into massive combos/strings
  • Read for usmash/fsmash for the earliest onstage kills possible
  • Blazer Out of Shield and Up Smash Out of Shield (OoS)
  • Differentiate from forward and down throw properly, have mastery of both
There's more, but this should be a checklist for improvement if anything.

Ryo just doing a good handful of these things won Submerged Smash convincingly with primarily Roy (only Roy on a lot of rounds) and the sets are on YouTube.

We don't have an optimized Roy yet. But that's my goal. I still have a long way to go, but I'm properly realizing a lot of these concepts more and more as I play. My performance is rapidly improving, and I'm excited for two upcoming tournaments on the same weekend. I plan to eventually have all of these things down.

I hope some of you guys are okay with joining me on the ride :D
























TLDR:
Honestly, the best thing to gain out of this is the above checklist, to give constant goals and a lot of potential improvement for Roy players.
 
Last edited:

Lady Kuki

Smash Journeyman
Joined
Jan 28, 2015
Messages
490
Location
US
NNID
PetraRal01
3DS FC
4854-7185-6306
About what Mason said: He does have a point. I do feel that Roy's aren't using movement options well enough (me included), and that we should try and adapt such tech to our Roy's as much as possible. It's gonna be a while, but I feel it will be worth it.

Anyway, I'm still working on my Eliwood doll. I'm just about done with the face and body. More detail has to be added onto his outfit first though, such as his soldier pads, cape, and the golden trims on his boots. His head looks a little lopsided too, but I'll fix that too of course. It's pinned onto the body right now, so it's not exactly sewn atm.

Hair needs to be a little messier, so I'll also add that. His messy hair is a part of his charm. <3
 

Jiom

Smash Journeyman
Joined
Sep 18, 2008
Messages
474
I just thought of something.

Few of the top/high characters in Smash 4 have notable movement options. They don't require learning of a lot of advanced movement tech or difficult tech otherwise to do well, they're easier and more straightforward to use than someone like Falcon or Roy. It's difficult to apply Meta Knight's punishes correctly and play him properly, but once people did, he became a staple high-tier. He was commonly considered to be a bad character for a long time beforehand, he didn't really have results until a lot of upsets happened and people realized how good he was.

Proper movement is difficult to learn and utilize in Smash 4. You have to learn things such as extended dash dancing, perfect pivoting, how to pivot grab correctly, tomahawking and sometimes platform tomahawking, and how to be mobile with your aerials and cross people up while generally being safe on shield. These are difficult concepts to apply in actual matches, but that's when they start to really become rewarding and strengthen a player's neutral a lot.
They're technically difficult to execute and require insane patience and a focused mind to begin to properly implement.
These concepts are absolutely necessary for someone like Captain Falcon or Fox, and one of the next steps of pushing Roy is learning these options and pushing his excellent ground and air mobility.

Falcon has a lot of mobility tools, with a lot of different learning processes and applications that take time to develop. He has some absolutely terrible matchups that become much better for him once he uses all of these tools in conjunction. It all contributes to a high learning curve, and only a few Falcons dominate tournaments despite him being a popular character. When we do see those Falcons, they're beasts. They show they have the tools to keep up with the best characters in the game, and constantly do amazing things. It's something from both the character and his players.
Because of this, I don't think we should be discouraged. We have a much less popular character, with a similar high learning curve, and our dedicated Roys are all climbing the curve and learning new things. The idea of an optimized Roy is scary, and we have yet to see one.

The thing about these tools, is that characters such as Falcon, Fox, and Roy benefit from them much more than anyone else, so you're losing out on a lot if you're not actively trying to learn and implement all of them. Roy is probably the only high-mobility character in this vein where utilizing these tools isn't really recognized as a staple.

Another Falcon thing, is that in Melee, he really started to rise from more players once his mobility options and tech chasing were explored. It's safe to say that we need to learn both to push Roy in Smash 4.

Roy's grab range sucks, BUT with pivot grabbing his mobility makes it have insane grab distance, so it really opens up his footsies and grab game.

His punish game is really underutilized, the amount of true combos and setups he has are massive, but they're all difficult to optimize.

He's one of the only characters who can tech chase, and he's probably the potent best at it.

All successful PM Roys have movement tools utilized to their fullest and really squeeze out the power of their combos/strings, which is why they win tournaments. That's just not applied to Smash 4 so far. Every semi-competent PM Roy can tech-chase, but how many Smash 4 Roys do you see doing it? How many Smash 4 Roys do you see doing a lot of things like the stuff in here:


Let me ask you guys this:

How many Roys do you see who can:

Neutral:
  • Extended dash dance
  • Perfect pivot for spacing
  • Pivot grab
  • Use solid Out of Shield (OoS) options
  • Ledge trump setups and properly covering the ledge
  • Perfect shield
Punish:
  • Tech chase
  • Consistently punish ledge options
  • Push throw combos to 20-35 damage or more
  • Regrab off most sourspot hits
  • Kill confirm from nair 1 or sourspot up air
  • Edgeguard properly
  • Frametrap hard and consistently, like with landings
  • Get tons of mileage off nair/uair/utilt into massive combos/strings
  • Read for usmash/fsmash for the earliest onstage kills possible
  • Blazer Out of Shield (OoS)
  • Differentiate from forward and down throw properly, have mastery of both
There's more, but this should be a checklist for improvement if anything.

Ryo just doing a good handful of these things won Submerged Smash convincingly with primarily Roy (only Roy on a lot of rounds) and the sets are on YouTube.

We don't have an optimized Roy yet. But that's my goal. I still have a long way to go, but I'm properly realizing a lot of these concepts more and more as I play. My performance is rapidly improving, and I'm excited for two upcoming tournaments on the same weekend. I plan to eventually have all of these things down.

I hope some of you guys are okay with joining me on the ride :D
























TLDR:
Honestly, the best thing to gain out of this is the above checklist, to give constant goals and a lot of potential improvement for Roy players.
This is why I picked up Roy. He has some of the best mobility in the game and can easily dictate the pace of a match. It's hard to find players with the traits you mentioned and it's even harder to find Roy mains with those traits. To me, his metagame hasn't even started yet, he's definitely an untapped character As of current, Which motivates me to push him forward.


I'm fairly confident with my fundamentals of movement with Roy now, if there is something I want to do I'm able to do it without hesitation or just flat out messing it up.

What I'm trying to learn next is optimal frame traps. Roy is almost always able to keep his opponent above him or land before his opponent in my experience, which makes him amazing at punishing poor/lazy landings. People should fear air dodging into you or landing in close proximity with an aerial. This might also tie into his ability to tech chase but I've no practice with that yet, but we are all aware of how much of a reward we get from one good read.

I feel I'm almost ready for serious play with Roy. I've learned a lot in training mode/against CPUs, now I just want to know how human players would react to our basic combos/strings, so I can easily push 20-30% off of one hit or at the very least put myself in the most favorable position to put on more damage.

I read about someone having troubles killing with Roy, just want to mention I think Rage is a big factor in Roy's kill power, also being able to close out someone's stock with an edgeguard is important. How you edgeguard is up to you, be it a spike off stage or just a read on their ledge getup option, or even a ledge trump punish. Being able to close off stocks is really important.
 

Tahu Mata

Smash Lord
Joined
Apr 26, 2015
Messages
1,190
Location
Panama
About what Mason said: He does have a point. I do feel that Roy's aren't using movement options well enough (me included), and that we should try and adapt such tech to our Roy's as much as possible. It's gonna be a while, but I feel it will be worth it.

Anyway, I'm still working on my Eliwood doll. I'm just about done with the face and body. More detail has to be added onto his outfit first though, such as his soldier pads, cape, and the golden trims on his boots. His head looks a little lopsided too, but I'll fix that too of course. It's pinned onto the body right now, so it's not exactly sewn atm.

Hair needs to be a little messier, so I'll also add that. His messy hair is a part of his charm. <3
 

The Merc

Hyrule's "Light"
Joined
Nov 10, 2014
Messages
5,186
Location
Hyrule
I just thought of something.

Few of the top/high characters in Smash 4 have notable movement options. They don't require learning of a lot of advanced movement tech or difficult tech otherwise to do well, they're easier and more straightforward to use than someone like Falcon or Roy. It's difficult to apply Meta Knight's punishes correctly and play him properly, but once people did, he became a staple high-tier. He was commonly considered to be a bad character for a long time beforehand, he didn't really have results until a lot of upsets happened and people realized how good he was.

Proper movement is difficult to learn and utilize in Smash 4. You have to learn things such as extended dash dancing, perfect pivoting, how to pivot grab correctly, tomahawking and sometimes platform tomahawking, and how to be mobile with your aerials and cross people up while generally being safe on shield. These are difficult concepts to apply in actual matches, but that's when they start to really become rewarding and strengthen a player's neutral a lot.
They're technically difficult to execute and require insane patience and a focused mind to begin to properly implement.
These concepts are absolutely necessary for someone like Captain Falcon or Fox, and one of the next steps of pushing Roy is learning these options and pushing his excellent ground and air mobility.

Falcon has a lot of mobility tools, with a lot of different learning processes and applications that take time to develop. He has some absolutely terrible matchups that become much better for him once he uses all of these tools in conjunction. It all contributes to a high learning curve, and only a few Falcons dominate tournaments despite him being a popular character. When we do see those Falcons, they're beasts. They show they have the tools to keep up with the best characters in the game, and constantly do amazing things. It's something from both the character and his players.
Because of this, I don't think we should be discouraged. We have a much less popular character, with a similar high learning curve, and our dedicated Roys are all climbing the curve and learning new things. The idea of an optimized Roy is scary, and we have yet to see one.

The thing about these tools, is that characters such as Falcon, Fox, and Roy benefit from them much more than anyone else, so you're losing out on a lot if you're not actively trying to learn and implement all of them. Roy is probably the only high-mobility character in this vein where utilizing these tools isn't really recognized as a staple.

Another Falcon thing, is that in Melee, he really started to rise from more players once his mobility options and tech chasing were explored. It's safe to say that we need to learn both to push Roy in Smash 4.

Roy's grab range sucks, BUT with pivot grabbing his mobility makes it have insane grab distance, so it really opens up his footsies and grab game.

His punish game is really underutilized, the amount of true combos and setups he has are massive, but they're all difficult to optimize.

He's one of the only characters who can tech chase, and he's probably the potent best at it.

All successful PM Roys have movement tools utilized to their fullest and really squeeze out the power of their combos/strings, which is why they win tournaments. That's just not applied to Smash 4 so far. Every semi-competent PM Roy can tech-chase, but how many Smash 4 Roys do you see doing it? How many Smash 4 Roys do you see doing a lot of things like the stuff in here:


Let me ask you guys this:

How many Roys do you see who can:

Neutral:
  • Extended dash dance
  • Perfect pivot for spacing
  • Pivot grab
  • Use solid Out of Shield (OoS) options
  • Ledge trump setups and properly covering the ledge
  • Perfect shield
Punish:
  • Tech chase
  • Consistently punish ledge options
  • Push throw combos to 20-35 damage or more
  • Regrab off most sourspot hits
  • Kill confirm from nair 1 or sourspot up air
  • Edgeguard properly
  • Frametrap hard and consistently, like with landings
  • Get tons of mileage off nair/uair/utilt into massive combos/strings
  • Read for usmash/fsmash for the earliest onstage kills possible
  • Blazer Out of Shield and Up Smash Out of Shield (OoS)
  • Differentiate from forward and down throw properly, have mastery of both
There's more, but this should be a checklist for improvement if anything.

Ryo just doing a good handful of these things won Submerged Smash convincingly with primarily Roy (only Roy on a lot of rounds) and the sets are on YouTube.

We don't have an optimized Roy yet. But that's my goal. I still have a long way to go, but I'm properly realizing a lot of these concepts more and more as I play. My performance is rapidly improving, and I'm excited for two upcoming tournaments on the same weekend. I plan to eventually have all of these things down.

I hope some of you guys are okay with joining me on the ride :D
























TLDR:
Honestly, the best thing to gain out of this is the above checklist, to give constant goals and a lot of potential improvement for Roy players.
*Thinks about if I use any of the utilities to the their best potential

*Realises doesn't

...

Why am i so bad....

:135:
 

EnGarde

Smash Ace
Joined
Oct 11, 2014
Messages
654
3DS FC
4914-3671-9440
Neutral:
  • Extended dash dance
  • Perfect pivot for spacing
  • Pivot grab
  • Use solid Out of Shield (OoS) options
  • Ledge trump setups and properly covering the ledge
  • Perfect shield
Punish:
  • Tech chase
  • Consistently punish ledge options
  • Push throw combos to 20-35 damage or more
  • Regrab off most sourspot hits
  • Kill confirm from nair 1 or sourspot up air
  • Edgeguard properly
  • Frametrap hard and consistently, like with landings
  • Get tons of mileage off nair/uair/utilt into massive combos/strings
  • Read for usmash/fsmash for the earliest onstage kills possible
  • Blazer Out of Shield and Up Smash Out of Shield (OoS)
  • Differentiate from forward and down throw properly, have mastery of both
I'd like to add to your list, if you don't mind. :p

Offstage (recovery, edge-guarding
  • B reversing
  • DI / SDI to escape/mitigate combos, for survivability
  • double jump management offstage
  • mixing up your recovery
  • edge-guarding (knowing how deep can you go and still make it back, know the drop-zone edge-guarding angle)
  • blazer stage spiking (comparatively harder to tech because it's a multi-hit)
  • counter edge-guarding
This is the list of gameplay states from the Match-up discussion directory. They're good ways to think about breaking matches down, especially when reviewing replays.
  • Neutral - Neither character have any significant positional advantages
  • Roy at an Advantage - How does Roy establish an advantageous postion, and how does he optimize keeping his opponent at a disadvantage?
  • Roy at a Disadvantage - How does Roy minimize damage while at a disadvantage (i.e. optimal DI while getting combo'd / juggled), and what tools can he use to escape?
  • Roy Edge/Ledge guarding - What tools does the opponent have while recovering, and how does Roy convert edge guards into stocks?
  • Roy on Recovery - What edge/ledge guarding tools does the opponent have, and how does Roy avoid them while recovering?
  • Roy far away from the opponent - What tools does the opponent have when Roy is far away from them, and how does Roy optimally close the distance? Is this a neutral position, or disadvantageous to Roy?
  • Roy at mid range away from the opponent - What tools does Roy and the opponent have when Roy is mid range away from them, and what can Roy do to convert into an advantageous position?
  • Roy in close combat - What close combat tools does Roy and the opponent have? Is this a more advantageous position for Roy or the opponent, and what should Roy do to space optimally to convert into an advantageous position?
 

Shaya

   「chase you」 
BRoomer
Joined
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Messages
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Although really finicky / annoying, I'm getting used to dash in retreating jump fairs/other aerials.
To me it really sucks this limit exists though, as you're trying to do something as reactively as possible, and needing to let go of the stick essentially before one would then reactively jump aerial is a real downer.

But, when you get a sweetspot fair on shield and then you're like a quarter of the stage away afterwards?
Bueno.
 
Joined
Oct 3, 2011
Messages
1,296
Although really finicky / annoying, I'm getting used to dash in retreating jump fairs/other aerials.
To me it really sucks this limit exists though, as you're trying to do something as reactively as possible, and needing to let go of the stick essentially before one would then reactively jump aerial is a real downer.

But, when you get a sweetspot fair on shield and then you're like a quarter of the stage away afterwards?
Bueno.
I've been dashing into shield, then jumping backwards out of shield with an aerial (or just to fake them out otherwise).

Not sure if it's optimal, but it's much easier to do and I notice considerably more distance than when I try anything else.
 
Last edited:

Shaya

   「chase you」 
BRoomer
Joined
Jun 8, 2007
Messages
27,654
Location
/人◕‿‿◕人\ FABULOUS Max!
NNID
ShayaJP
Hmm, why didn't I think of that earlier.
I'll try that out soon to see if it feels natural.

Doesn't help the pre dash to shield window though (17? frames !_!)
It would primarily be that mid-range distance where something like this would be most prized.
 
Last edited:

Gawain

Smash Lord
Joined
Sep 7, 2014
Messages
1,076
NNID
Gawain
3DS FC
5069-4113-9796
Hmm, why didn't I think of that earlier.
I'll try that out soon to see if it feels natural.

Doesn't help the pre dash to shield window though (17? frames !_!)
It would primarily be that mid-range distance where something like this would be most prized.
After reviewing lots of my own tournament sets I've really started paying more attention to that dash startup lag. There has to be some way to effectively overcome it while maintaining usage of dash dancing.

I've been practicing perfect pivoting
immediately when my opponent gets into a range where they can easily punish the dash startup, and I'm finding it helps a lot. PP towards to ftilt approach is pretty good in most matchups, and you can pull back and dtilt or jab out of your dash dance if they try to challenge you. The tricky part is knowing when to PP, because if you're too late you'll just get punished as usual and if you're too early you're wasting potential opportunities, and the timing varies based on the opponents speed.

I don't know how any of this applies in the ditto, but imo I find it critically important to remain on the ground in neutral in many matchups, like Ryu and Fox, and we really need a way to safely move around quickly, since we just can't go toe to toe with them in CQC. Perfect pivoting definitely helps a lot in these cases and I honestly think it's worth mastering just for it.
 

The Merc

Hyrule's "Light"
Joined
Nov 10, 2014
Messages
5,186
Location
Hyrule
Hmm, why didn't I think of that earlier.
I'll try that out soon to see if it feels natural.

Doesn't help the pre dash to shield window though (17? frames !_!)
It would primarily be that mid-range distance where something like this would be most prized.
What do you mean "pre dash" ?

After reviewing lots of my own tournament sets I've really started paying more attention to that dash startup lag. There has to be some way to effectively overcome it while maintaining usage of dash dancing.

I've been practicing perfect pivoting
immediately when my opponent gets into a range where they can easily punish the dash startup, and I'm finding it helps a lot. PP towards to ftilt approach is pretty good in most matchups, and you can pull back and dtilt or jab out of your dash dance if they try to challenge you. The tricky part is knowing when to PP, because if you're too late you'll just get punished as usual and if you're too early you're wasting potential opportunities, and the timing varies based on the opponents speed.

I don't know how any of this applies in the ditto, but imo I find it critically important to remain on the ground in neutral in many matchups, like Ryu and Fox, and we really need a way to safely move around quickly, since we just can't go toe to toe with them in CQC. Perfect pivoting definitely helps a lot in these cases and I honestly think it's worth mastering just for it.
Wait, Roy has a slow running dash start up? I've never notice it.

:135:
 

Schnizzle Fits

Smash Cadet
Joined
May 23, 2015
Messages
71
Location
A Taco Stand
I've never found a problem with dashing into short hop , I've gotten fairly well at spacing nair and if they do anything funny before that I double jump and access from there. Honestly my air game is more developed then my ground game. I'm working on it though.
 
Last edited:

EnGarde

Smash Ace
Joined
Oct 11, 2014
Messages
654
3DS FC
4914-3671-9440
I like referring to it as the "initial dash" myself lol. The forwards dash before he starts running (before he can bring up shield), which has unique properties that are different from his run (after you can bring up shield). The period during which foxtrotting and dance trotting / extended dash dancing / foxtrot canceling is possible. While the movement option covers a lot of ground and quickly, once you start up a dash, you're stuck in that dash animation for a long time.

After reviewing lots of my own tournament sets I've really started paying more attention to that dash startup lag. There has to be some way to effectively overcome it while maintaining usage of dash dancing.

I've been practicing perfect pivoting
immediately when my opponent gets into a range where they can easily punish the dash startup, and I'm finding it helps a lot. PP towards to ftilt approach is pretty good in most matchups, and you can pull back and dtilt or jab out of your dash dance if they try to challenge you. The tricky part is knowing when to PP, because if you're too late you'll just get punished as usual and if you're too early you're wasting potential opportunities, and the timing varies based on the opponents speed.

I don't know how any of this applies in the ditto, but imo I find it critically important to remain on the ground in neutral in many matchups, like Ryu and Fox, and we really need a way to safely move around quickly, since we just can't go toe to toe with them in CQC. Perfect pivoting definitely helps a lot in these cases and I honestly think it's worth mastering just for it.
You might want to think about crouch sliding / pivot crouch sliding. You can get movement faster than a walk across the stage while crouched while retaining all walking options, though you can't swing a move (besides dsmash, flare blade, and taunting) and retain that momentum. None of the Roys I know have actively incorporated it yet, but I think Serew is probably closest on that, so he would know more about it than I would lol. It seems like a solid movement option, especially when you expect your opponent to approach with an aerial.
 

The Merc

Hyrule's "Light"
Joined
Nov 10, 2014
Messages
5,186
Location
Hyrule
Eh, not exactly descriptive ad hoc terming for the window where you can't dash to shield.

And Gawain may or may not mean the exact same thing with his terming :p
I like referring to it as the "initial dash" myself lol. The forwards dash before he starts running (before he can bring up shield), which has unique properties that are different from his run (after you can bring up shield). The period during which foxtrotting and dance trotting / extended dash dancing / foxtrot canceling is possible. While the movement option covers a lot of ground and quickly, once you start up a dash, you're stuck in that dash animation for a long time.
Ah okay. Now I get it. Yeah, I know what you mean. But don't most characters have a similar situation? (long dash animation)

:135:
 

Serew

Smash Apprentice
Joined
Jun 26, 2015
Messages
115
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Ze Nedderlends
Let me ask you guys this:

How many Roys do you see who can:

Neutral:
  • Extended dash dance
  • Perfect pivot for spacing
  • Pivot grab
  • Use solid Out of Shield (OoS) options
  • Ledge trump setups and properly covering the ledge
  • Perfect shield
Punish:
  • Tech chase
  • Consistently punish ledge options
  • Push throw combos to 20-35 damage or more
  • Regrab off most sourspot hits
  • Kill confirm from nair 1 or sourspot up air
  • Edgeguard properly
  • Frametrap hard and consistently, like with landings
  • Get tons of mileage off nair/uair/utilt into massive combos/strings
  • Read for usmash/fsmash for the earliest onstage kills possible
  • Blazer Out of Shield and Up Smash Out of Shield (OoS)
  • Differentiate from forward and down throw properly, have mastery of both
There's more, but this should be a checklist for improvement if anything.

Ryo just doing a good handful of these things won Submerged Smash convincingly with primarily Roy (only Roy on a lot of rounds) and the sets are on YouTube.

We don't have an optimized Roy yet. But that's my goal. I still have a long way to go, but I'm properly realizing a lot of these concepts more and more as I play. My performance is rapidly improving, and I'm excited for two upcoming tournaments on the same weekend. I plan to eventually have all of these things down.

I hope some of you guys are okay with joining me on the ride :D
I'd like to add to your list, if you don't mind. :p

Offstage (recovery, edge-guarding
  • B reversing
  • DI / SDI to escape/mitigate combos, for survivability
  • double jump management offstage
  • mixing up your recovery
  • edge-guarding (knowing how deep can you go and still make it back, know the drop-zone edge-guarding angle)
  • blazer stage spiking (comparatively harder to tech because it's a multi-hit)
  • counter edge-guarding
This is the list of gameplay states from the Match-up discussion directory. They're good ways to think about breaking matches down, especially when reviewing replays.
  • Neutral - Neither character have any significant positional advantages
  • Roy at an Advantage - How does Roy establish an advantageous postion, and how does he optimize keeping his opponent at a disadvantage?
  • Roy at a Disadvantage - How does Roy minimize damage while at a disadvantage (i.e. optimal DI while getting combo'd / juggled), and what tools can he use to escape?
  • Roy Edge/Ledge guarding - What tools does the opponent have while recovering, and how does Roy convert edge guards into stocks?
  • Roy on Recovery - What edge/ledge guarding tools does the opponent have, and how does Roy avoid them while recovering?
  • Roy far away from the opponent - What tools does the opponent have when Roy is far away from them, and how does Roy optimally close the distance? Is this a neutral position, or disadvantageous to Roy?
  • Roy at mid range away from the opponent - What tools does Roy and the opponent have when Roy is mid range away from them, and what can Roy do to convert into an advantageous position?
  • Roy in close combat - What close combat tools does Roy and the opponent have? Is this a more advantageous position for Roy or the opponent, and what should Roy do to space optimally to convert into an advantageous position?
And yet, you guys forget taunt sliding SMH.


In all seriousness though, yep very true :p been thinking this for a while, and mostly when i look at Roys i always think "Oh this is good, and this isn't". That's why i'm not worried about his placement :D
I know my weaknesses and strengths as a player are similar to roys weaknesses and strengths
i struggle in neutral (even though i've been getting better at that luckily :D) and when in a disadvantage spot i have a hard time resetting neutral (i tend to have a hard time choosing getup options when pressured near ledge)
Also when it comes to grabs i'm quite a bit too afraid to do them without any setup lol.
But i do think my advantage game as a player is strong, just like Roys, when i get in i can string well.
been making progress on some of my weak points luckily :D still having a bit of nerve problems at times, but i don't even play the game for a year so it's normal i still have a long way to go haha.

And it's good that you're seeing the points now Mason! Hope that'll help you alot :D i'm also sure we're all happy to have you with us.
 

Gawain

Smash Lord
Joined
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Messages
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NNID
Gawain
3DS FC
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Eh, not exactly descriptive ad hoc terming for the window where you can't dash to shield.

And Gawain may or may not mean the exact same thing with his terming :p
This is the truth. Initial Dash Length is probably the most descriptive phrase, but it really just doesn't roll off the tongue at all lol

Ah okay. Now I get it. Yeah, I know what you mean. But don't most characters have a similar situation? (long dash animation)

:135:
Yes, most characters do have the same issue, however, extended dash dancing is a great movement option for Roy, so the issue is more pronounced as Roy players are more often in the dash startup animation than most characters. Falcon players run into the same problem, although Falcon is faster and doesn't need to worry about it as often.
 

Jiom

Smash Journeyman
Joined
Sep 18, 2008
Messages
474
You might want to think about crouch sliding / pivot crouch sliding. You can get movement faster than a walk across the stage while crouched while retaining all walking options, though you can't swing a move (besides dsmash, flare blade, and taunting) and retain that momentum. None of the Roys I know have actively incorporated it yet, but I think Serew is probably closest on that, so he would know more about it than I would lol. It seems like a solid movement option, especially when you expect your opponent to approach with an aerial.
I watched sethlon play yesterday on stream at TourneyLocator and noticed him using crouch sliding a few times as well. Incorporating crouch sliding to my gameplay is something I need to do. Gotta watch serew's videos again :p
 

The Merc

Hyrule's "Light"
Joined
Nov 10, 2014
Messages
5,186
Location
Hyrule
Yes, most characters do have the same issue, however, extended dash dancing is a great movement option for Roy, so the issue is more pronounced as Roy players are more often in the dash startup animation than most characters. Falcon players run into the same problem, although Falcon is faster and doesn't need to worry about it as often.
Aw, okay. See I didn't understand cause I am yet to master Extended Dash Dancing. Or even Perfect Pivot.

:135:
 
Joined
Oct 3, 2011
Messages
1,296
Hmmmm, I think one way to get better publicity for our character is to submit him to replay compilations that a lot of people watch. People might see our clips, think "huh, Roy doesn't look that bad/looks fun" and play him more or contribute to sales.


Just a random thought I had, so I've been submitting like crazy. EMG's Play of the Week, Omni's Smash Shorts, Alpharad's Replay Hut, and JoeKing's Top 10 Viewer Submissions are ones I know of.


EMG takes submissions at any time, JoeKing takes submissions each week but you get a max of two to submit per week so you should pick out your best or best two each week and keep going from there, I'm waiting for Omni's next one so I can see submission rules, and Alpharad does themed ones so sometimes you'll have to wait on submissions BUT it'll let you weigh better ones vs. weaker ones and pile them up.


I have a few submitted to Joe, I went ham and submitted every single one I have to EMG, and I'm waiting on Omni and Alpharad to see what their rules are.
I know Omni+Alpharad+Joe only take submissions with no music, Joe takes 3DS submissions if you have a good camera, and EMG will take clips regardless of audio.
So what you do, is go into settings, go into sound, then turn music all the way down before recording.
You can use the Wii U's upload feature for replays 3 minutes or less and throw them onto a dump account or set them to private/unlisted, then pick out clips, or you can dump whatever's on your capture card and dig through it.


Regardless of what you might think of their content or them as people (cause I know someone lurking the thread's gonna be like ">Omni") it's a cool way to get your name out there as a player and it's really nice seeing someone you know make it in. I caught Rinkario's Robin in the last Replay Hut, which is part of what made me think of trying to get in.
 
Joined
Oct 3, 2011
Messages
1,296
Something I found while labbing, Roy's utilt sweetspots an opponent if he's directly below them and they're on the left or right platforms on Battlefield and Miiverse. It's annoying how it sourspots on Dreamland, however I think we should pick BF/Miiverse more to experiment with this option. It could be crucial for kills or juggling in the future.

On Dreamland, Castle Siege's first form platforms, the lowest platform on Castle Siege's second form, and the bush on Duck Hunt, we can juggle with the sourspot below these platforms, so that's worth looking into.

Lylat is pretty variable, it depends on how the stage angles and shifts, so you have to pay attention to that. You'll at least sourspot and can use the stage's spacing for sweetspots.

Utilt doesn't reach Smashville's platform at all, and T&C's out of the question.

One thing I think we should start doing, is using uthrow and dthrow to force someone to tech onto platforms, and knowing percents we can do that. Probably not as optimal as how we conventionally use dthrow/fthrow, but it's worth exploring.





This might seem more low-level-y, but there's some stuff I've been neglecting since June, and even obvious day 1 stuff needs to be relearned and implemented to optimize a Roy.

I need to:
  • Pivot fsmash (both to move the sweetspot deeper in, and to retreat a bit for spacing)
  • Back air more (for both setups and kills, it looks really clean and can kill confirm off uair at the ledge)
  • Uair confirm more (both for combos at low percents, or setups and kills at higher percents)
  • Use up-b's super armor more, as an anti-air if I have the read or can afford to whiff
  • Pivot grab more, Roy's mobility makes his awful grab range pretty good, and it covers landings pretty well (especially vs. aerials that autocancel or have low lag)
  • Nair 1 confirm more, I've been landing it a lot lately and I like utilt from it most, sometimes ftilt at the ledge. Utilt is affordable to miss, covers a wide arc, seems pretty friendly with nair 1's hitstun, and ftilt's just slightly less good at these things. I don't like nair 1 into smashes, though I might try nair 1 -> fsmash at certain percents if they don't react correctly and I can nab a stock at 60 or so
  • Nair 1 early/mid combos, into jab/regrab
  • Maybe combo into dtilt more, since I can regrab or tech chase off it
Gawain's doing something with nair 1 to cover tech chase options, both in his Roy tutorial videos and actual matches, I'll play around with that.

I'll be working on implementing as much of this as I can before the 8th and 9th tournaments I mentioned. I have work off, so I don't see anything getting in the way atm.
 

The Merc

Hyrule's "Light"
Joined
Nov 10, 2014
Messages
5,186
Location
Hyrule
*Looks at what's happened to SmashBoards

Aw sweet!

*Looks at avatar

......


FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-!!!!!!!

WHY?!?!?

WHY AM I THE WORST FE CHARACTER?! MY AVATAR WAS ALREADY A FIRE EMBLEM CHARACTER!!!

:135:
 

EnGarde

Smash Ace
Joined
Oct 11, 2014
Messages
654
3DS FC
4914-3671-9440
wow, r00d Emblem boards, changed my Roy avatar into a Blue Roy clone LOL. Well played. Looks like Gawain Gawain is the only one to keep a Roy avi here (that I can see on first glance at least), and he had a Falcon avi prior to the change.
 
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EnGarde

Smash Ace
Joined
Oct 11, 2014
Messages
654
3DS FC
4914-3671-9440
Hi am chrome



It also changed my mains from Roy and Roy to Corrin and Roy, 10/10
From teh Fire Embull?


Also, I apparently now main Marth and Ike lol.

EDIT: it changed to Corrin/Roy??? Huh

EDIT2: Oooooh it changes depending on the post
 
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The Merc

Hyrule's "Light"
Joined
Nov 10, 2014
Messages
5,186
Location
Hyrule
Odin though.

MY ACHING BLOOD!
No idea who he is (other than Owain) and have no connection. I am still yet to get the game (why can't June come quicker?!)

Hi am chrome



It also changed my mains from Roy and Roy to Corrin and Roy, 10/10
It's alright Chrom

You'll get your chance another day.

Also, I notice that. Though I always seem to get at least Roy.

:135:
 

Gawain

Smash Lord
Joined
Sep 7, 2014
Messages
1,076
NNID
Gawain
3DS FC
5069-4113-9796
wow, r00d Emblem boards, changed my Roy avatar into a Blue Roy clone LOL. Well played. Looks like Gawain Gawain is the only one to keep a Roy avi here (that I can see on first glance at least), and he had a Falcon avi prior to the change.
What is this madness? I'm taking this as a sign that I need to put all my time into Roy and not Falcon lol
 

Lady Kuki

Smash Journeyman
Joined
Jan 28, 2015
Messages
490
Location
US
NNID
PetraRal01
3DS FC
4854-7185-6306
Oh my gosh this theme is amazing I want to keep it this way forever~

And I'm Caeda too. How fitting. I usually fangirl over the main male characters of FE so it's fitting that my avatar is the OG FE girlfriend lol.
 
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