Lady Kuki
Smash Journeyman
Sorry.*shrug
You asked for an opinion. I gave one. My job here is done
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Let me ask this in a less, convicting tone: How bad is Roy's disadvantage state and how can you fix it?
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Sorry.*shrug
You asked for an opinion. I gave one. My job here is done
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Cross up someone's shield with aerials so they have a more difficult time punishing or can't punish what you do, space aerials so that your opponent can't do anything from shield to punish you. Roy's mobility makes him pretty good at this, you'll get merced if you misspace a lot of aerials or don't use your mobility vs. defensive options. If you nair or fair someone's shield in one place and only really utilize vertical momentum, you will get punished hard. You need to make good use of horizontal mobility to create safe opportunities with aerials, and you need to cover options correctly with his ground normals, which I'll cover next.Nope.
I think the only characters that got avatars are as follows:
Micaiah
Edward
Leonardo
Corrin M/F
Robin M/F
Roy x 3
Marth x 2?
Lucia
Ephraim
Legault
Igrene
Raven
Ike
Lucina
Owain
Odin
Inigo
Cynthia
Tharja
Rhajat
Kagero
Selkie
Cordelia
Chrom (Maybe)
Gaius
Matthew
Donnel
Olivia
and that's all I've seen for like the past few threads I've been on. If I haven't seen an Eliwood or Lewyn then, then they probably don't exist at this point. :X
Being the curious idiot I am, I stumbled across the Competitive boards once again. There was Roy discussion but like always it was discussion on his weaknesses. I found a new "weakness" for him, and apparently it's his disadvantage state? I know you guys are sick of hearing this, but is his disadvantage state really that bad? How can you fix his disadvantage state? Bleh, I'm a noob. I can't help but to be curious about these sort of things. Competitive discussion is like a light and I'm the moth. I become attracted to it and get zapped, falling to my doom.
I don't knowSorry.
Let me ask this in a less, convicting tone: How bad is Roy's disadvantage state and how can you fix it?
^ This really.Cross up someone's shield with aerials so they have a more difficult time punishing or can't punish what you do, space aerials so that your opponent can't do anything from shield to punish you. Roy's mobility makes him pretty good at this, you'll get merced if you misspace a lot of aerials or don't use your mobility vs. defensive options. If you nair or fair someone's shield in one place and only really utilize vertical momentum, you will get punished hard. You need to make good use of horizontal mobility to create safe opportunities with aerials, and you need to cover options correctly with his ground normals, which I'll cover next.
You have many tools to poke and prod safely, some being jab, dtilt, and Flare Blade. Your grab range is bad but you get a lot of reward with proper use of throws, and you get massive range because of Roy's speed with pivot grabs if used properly. Your grab range is less relevant and your throw punishes are more relevant when you can guarantee things into grab, too. When you hit someone or their shield with those tools, or whiff with them, you need to react correctly. Roy is really good at boxing people out, and his jab is one of the best boxing tools in the game. You can't really do anything if Roy is properly jabbing and boxing your shield or approach. You have to back off, and if you're at the ledge, you can't really do anything and Roy will pressure you until you get hit, simple as that.
Sweetspot jab leads into regrab, sour jab, or side-b at low percents, aerials at mid percents, and sour jab leads into either grab or another sour jab at a wide range of percents. You want to sometimes jab them twice to make sure they can't combo break or airdodge your grab attempt. You essentially jab them until they're forced to land awkwardly and can't really do anything about it, then you grab them and continue from there.
Getting grabs off sourspots and low percent sweetspots is going to be really important with most of Roy's moves to advance his punish game.
Getting 1-2 jabs, running up to grab, doing a pummel or two, then forward throwing into something like nair, and then covering their next option and continuing strong option coverage until neutral resets is something I've been doing a lot lately. It often leads into zero-to-deaths I've been getting lately, and otherwise racks up damage really nicely and unstales kill moves or leads to early kills.
His disadvantage state isn't really noteworthy or enough to make him stand out as a weakness if he's utilized properly, he has many safe tools. Sure he has no autocancels out of short hop, but his landing lag isn't bad by any means at this point and fair has fantastic IASA frames. Bair is tricky and I'm trying to figure out why it seems safer than it should be, you can retreat after uair hits shield or whiffs, and dair is sometimes a good, hard-hitting mixup that pops them up which you can observe in Sethlon's recent sets. I'm not a fan of dair, but I do have to acknowledge when it seems to be used well or at least potent. It has surprisingly good hitstun that I'm now noticing with its landing lag buff, so I've been getting true combos off it, namely off the sourspot when labbing. Nair is, well, nair, and you can mix it up in many ways, one I think we should explore is nair 1.
Nair 1 leads into regrab or jab to rack up damage, and at kill percents, it's a safer way to kill confirm into utilt or ftilt.
If an opponent doesn't escape correctly, we could kill off nair 1 at 60-90 (rage and positioning dependent) via fsmash, and 90-110 with usmash. I don't like nair 1 dsmash unless I'm near the ledge, so I need to play with it more, but it's pretty flexible as a true combo due to dsmash's first hit coming out on frame 6 (1/10th of a second) and having surprising vertical range on the first swing's hitbox.
If you mess up and go for the utilt or ftilt after hitting their shield with nair 1, it either catches them dropping shield often, or it pushes them back too much to get a punish that matters often. I'm not saying it's 100% safe, but it's safer than it seems on paper.
Roy's stuff is pretty safe if used correctly, and he never really has a frame disadvantage within human reaction time when he's playing neutral well and boxing in good spots, so if you stay unpredictable or continue using options your opponent can't do much about, you'll have a terrifying neutral when you do get in, especially when accounting for good stage positioning and pushing someone's back to the ledge. Roy has some of the best pressuring at the ledge in my opinion, I can't afford to be there when I play against Serew. People think more often about approach as blindly throwing moves rather than using proper defensive moment to get in, which imo is one of the most important things to learn as Roy and why a lot of people struggle to approach with him. They want to think of approach in terms of purely attacks, and then discredit his approach entirely. Your neutral goes from disadvantaged to really potent if you're good at weaving around and getting into and out of an opponent's space correctly, which is what I think Ryo meant a while back when he was talking about Roy's neutral and how a strong Roy needs a good understanding of it to do well. More and more I'm seeing why myself and other users are really stressing movement options over everything right now.
Whenever I do something unsafe or leave a blind spot open with Roy, it's because I'm doing at least one thing in neutral incorrectly more so than character design, and it continues to help me find things to tighten and improve on.
Gawain was talking about how perfect pivots really help cover blindspots with Roy's frame data off of other movement options, so that could really help in high-level play to get out or bait something, especially with defensive options like shield, jab, or dtilt. That's another thing we need to do to cover any frame data weaknesses we can.
TLDR: Horizontal aerial mobility with aerials and properly reacting when using jab/dtilt are things we should be doing most on shield to avoid disadvantageous state. Sweetspots at low percents and sourspots at any percents are things we should grab from. We need to nair 1 and sour uair confirm more into kills, I don't really talk about sour uair because I'm not knowledgable/good with it and other users here are much better with it. Movement options are likely the best thing we can learn and develop right now.
regardless of what people think you should still play the character, give them a reason to not think roy is low tier and win some tournamentsWhile I agree with some of their points, I feel as if people are too harsh on Roy. Every time they talk about him they treat him like he's Zelda. I believe he could use buffs though, and I don't believe he's rewarded enough for his game plan.
For example, what's the deal with Fair? It has a lot of good points but it's so strange that it starts up on frame 10. After around 60% landing Fair-Fair combos becomes difficult and it's just kinda there, it's so slow to come out for what seems to be no reason considering the range on it isn't fantastic.
Blazer is in an awkward position where DI completely butchers when it kills. It's really disheartening to get that red lightning, watch the opponent DI away and live to 140%. Same deal with people managing to DI away from jab which sets up his only relatively easy to land kill confirm. Aerial blazer is also kind of weak outside of those cool early Fair-Blazer combos.
His throws aren't as great as they could be. I almost exclusively use Fthrow because trying to land any sort of combo from Dthrow is awkward and it allows me to get a tech chase if I can't start a combo.
I suppose those are my major complaints, but I'm not what you'd call a good player anyways. The only real other thing I dislike is how awkward his other kill confirms are. Like tipper Uair/first hit Nair can set up for kills, but trying to land that in a match is insane. That said, I do enjoy playing Roy despite my complaining. He's got this feeling to him no other character in the cast can replicate in terms of movement and I hope he can go far one day.
You do have some points that Roy could uses some buffsWhile I agree with some of their points, I feel as if people are too harsh on Roy. Every time they talk about him they treat him like he's Zelda. I believe he could use buffs though, and I don't believe he's rewarded enough for his game plan.
For example, what's the deal with Fair? It has a lot of good points but it's so strange that it starts up on frame 10. After around 60% landing Fair-Fair combos becomes difficult and it's just kinda there, it's so slow to come out for what seems to be no reason considering the range on it isn't fantastic.
Blazer is in an awkward position where DI completely butchers when it kills. It's really disheartening to get that red lightning, watch the opponent DI away and live to 140%. Same deal with people managing to DI away from jab which sets up his only relatively easy to land kill confirm. Aerial blazer is also kind of weak outside of those cool early Fair-Blazer combos.
His throws aren't as great as they could be. I almost exclusively use Fthrow because trying to land any sort of combo from Dthrow is awkward and it allows me to get a tech chase if I can't start a combo.
I suppose those are my major complaints, but I'm not what you'd call a good player anyways. The only real other thing I dislike is how awkward his other kill confirms are. Like tipper Uair/first hit Nair can set up for kills, but trying to land that in a match is insane. That said, I do enjoy playing Roy despite my complaining. He's got this feeling to him no other character in the cast can replicate in terms of movement and I hope he can go far one day.
Fair's a pretty funny move to me, namely because it has landing lag from a short hop way after it ends but ridiculously good IASA, and because the startup is deceiving with how quickly he swings it like a flyswatter. Sourspotting it looks and sounds pretty funny, especially as your opponent is higher in %.While I agree with some of their points, I feel as if people are too harsh on Roy. Every time they talk about him they treat him like he's Zelda. I believe he could use buffs though, and I don't believe he's rewarded enough for his game plan.
For example, what's the deal with Fair? It has a lot of good points but it's so strange that it starts up on frame 10. After around 60% landing Fair-Fair combos becomes difficult and it's just kinda there, it's so slow to come out for what seems to be no reason considering the range on it isn't fantastic.
Blazer is in an awkward position where DI completely butchers when it kills. It's really disheartening to get that red lightning, watch the opponent DI away and live to 140%. Same deal with people managing to DI away from jab which sets up his only relatively easy to land kill confirm. Aerial blazer is also kind of weak outside of those cool early Fair-Blazer combos.
His throws aren't as great as they could be. I almost exclusively use Fthrow because trying to land any sort of combo from Dthrow is awkward and it allows me to get a tech chase if I can't start a combo.
I suppose those are my major complaints, but I'm not what you'd call a good player anyways. The only real other thing I dislike is how awkward his other kill confirms are. Like tipper Uair/first hit Nair can set up for kills, but trying to land that in a match is insane. That said, I do enjoy playing Roy despite my complaining. He's got this feeling to him no other character in the cast can replicate in terms of movement and I hope he can go far one day.
Yoooooo good stuff! Did you get on stream?Just got home from avalon U III
Finished 25/126 in singles and 5/4X (not sure how many exactly) teams!
I got 17th last time, but i did notice improvements at certain moments. I played neutral alot better today which for me was a very bad point lol.
So yeah, placing wise it wasn't bad, but not as good as last time. Ofc that happens so it's all fine
but the improvements are great and really are what matters to me :D
I had a huge mental block against ness before and i've gotten over that.
(I was chrom before btw)
Also, if people are really gonna talk about buffs. What about his hand and arm hurtboxes? No? anyone?
less DED startup could be useful for neutral mixups, and a better grab would be very useful (especially dash grab)
But honestly, i've never gotten the feeling that Roy is holding me back too much, so buffs would be nice but i can definitely do without them
So how has everyones day been for the rest? xD
only one set in doubles. honestly not super happy with how i did thereYoooooo good stuff! Did you get on stream?
I mean, we could send an email to Sakurai asking if he could fix up some things with Roy like fair.I will fully agree that Roy should be rewarded more for his gameplan and deserves a lot of buffs, and you hit a lot of key points on what Roy needs implemented into his design and I agree with everything, but since we can't really make buffs happen, we just need to focus on the tools we have to improve and focus on ourselves as players first and foremost. If we make ourselves more threatening with Roy before more buffs, then those buffs will only add to it.
Well if I were too pretend to myself that he wasn't good yet Just some range or 1-2% damage buffs on some aerials or tilts would make him good.Do you guys think it's possible to buff Roy and make him good? This is implying that he isn't good yet. If you can buff him and make him good, how can that be possible?
I remember someone telling me that he can never be good with the hilt mechanic, but I think otherwise.
I'm not trying to bring negativity here; I'm just trying to get things straight wirh you guys.
I think he is already good.Do you guys think it's possible to buff Roy and make him good? This is implying that he isn't good yet. If you can buff him and make him good, how can that be possible?
I remember someone telling me that he can never be good with the hilt mechanic, but I think otherwise.
I'm not trying to bring negativity here; I'm just trying to get things straight wirh you guys.
I'm curious, what are you trying to get straight with the Roy Social, exactly?Do you guys think it's possible to buff Roy and make him good? This is implying that he isn't good yet. If you can buff him and make him good, how can that be possible?
I remember someone telling me that he can never be good with the hilt mechanic, but I think otherwise.
I'm not trying to bring negativity here; I'm just trying to get things straight wirh you guys.
Pffft.I'm curious, what are you trying to get straight with the Roy Social, exactly?
Not questioning any thoughts on character viability, the way it's presented just strikes me a bit.... odd.
I think his hilt mechanic is solely there to add another layer of difficulty, neither a detriment or benefit in actual play. On paper having sourspots at your max range is pretty oxymoronic in a game like smash, I'm actually not sure if any move works that way outside of Roy.Pffft.
I was just wondering if the hilt mechanic was holding him back. That's all.
Lemme stop asking questions here. I don't want to turn it into a negativity fest again. It seems like I can't ask questions here without causing some sort of an argument, so I'll stop. :U
It's no problem, the way it was worded originally seemed like you were wanting to get Roy mains to admit he wasn't good for some outside purpose with hypotheticals, and trying to get something straight out of us. I think I misread it, I didn't sleep much last night so my literacy's a bit down and I'm stumbling over my own sentences a lot today. It's not good to always be suspicious in a place like this, and that might not have been deserving of suspicion, so I may have overstepped off of misreading.Pffft.
I was just wondering if the hilt mechanic was holding him back. That's all.
Lemme stop asking questions here. I don't want to turn it into a negativity fest again. It seems like I can't ask questions here without causing some sort of an argument, so I'll stop. :U
Sourspots don't really matter because Roy has Melee Marth's sourspot kbs that can end out helping him most of the time. As such sourspot up air can lead to a KO when sweetspot up air cannot but Roy can capitalize off both with good reaction time.I think his hilt mechanic is solely there to add another layer of difficulty, neither a detriment or benefit in actual play. On paper having sourspots at your max range is pretty oxymoronic in a game like smash, I'm actually not sure if any move works that way outside of Roy.
This really hits the nail on the coffin (tho you missed out the weird ledgesnap problem with backwards Blazer recovery)Damage increases on sweetspot fair/bair/nair would be hugely appreciated for him; Marth's damage increases (particularly in fair) were huge boons for him as his optimal play patterns turned into potentially rewarding KOs, Roy's aerials are all quite lacklustre at this time.
That along with sword length matching with Marth would be a really really good start to seeing where he stands.
From that he would likely (to me), stop being dysfunctional, just rather undertuned. DED/Side-B needs fixing though; it doing A LOT less damage than dancing blade but also fails to be a punish due to it's loss of combo ability at early-mid percent, it's an eyesore.
Roy's sour spots could all essentially become Sheik-tieresque [still maintaining his frame data though] and he'd be a significantly more enjoyable, 'complete' and robust character. Sheik-tier damage with sub-sheik follow up potential.
Nair and Fair tipper barely providing more combo potential than his sweet spots due to their highish knockback scaling while the rest of his tippers almost provide nothing is really frustrating.
First and foremost though, to really push Roy into a high tier-ish character without making him 'dumb', his sour spots are the way to go.
Auto cancel adjustments on both Marth/Roy would be really nice; bairs and dairs IMO. We've already ranted about how much nicer a sh ac bair would be. Everything else would be nice but they're already heavily predisposed towards landing usage. But still, an undertuning aspect.
Blazer's set ups all being DI-able / never killing because aerial blazer doesn't KO at 200% is a downer but would be heavily rectified if his aerials sometimes produced KOs at reasonable percent near the ledge. But Buffs in [aerial] blazer would be what pushes him towards a very relevant threat more so than any other single move change.
Don't Roy's sourspot aerials already deal more damage than sheik's?Damage increases on sweetspot fair/bair/nair would be hugely appreciated for him; Marth's damage increases (particularly in fair) were huge boons for him as his optimal play patterns turned into potentially rewarding KOs, Roy's aerials are all quite lacklustre at this time.
That along with sword length matching with Marth would be a really really good start to seeing where he stands.
From that he would likely (to me), stop being dysfunctional, just rather undertuned. DED/Side-B needs fixing though; it doing A LOT less damage than dancing blade but also fails to be a punish due to it's loss of combo ability at early-mid percent, it's an eyesore.
Roy's sour spots could all essentially become Sheik-tieresque [still maintaining his frame data though] and he'd be a significantly more enjoyable, 'complete' and robust character. Sheik-tier damage with sub-sheik follow up potential.
Nair and Fair tipper barely providing more combo potential than his sweet spots due to their highish knockback scaling while the rest of his tippers almost provide nothing is really frustrating.
First and foremost though, to really push Roy into a high tier-ish character without making him 'dumb', his sour spots are the way to go.
Auto cancel adjustments on both Marth/Roy would be really nice; bairs and dairs IMO. We've already ranted about how much nicer a sh ac bair would be. Everything else would be nice but they're already heavily predisposed towards landing usage. But still, an undertuning aspect.
Blazer's set ups all being DI-able / never killing because aerial blazer doesn't KO at 200% is a downer but would be heavily rectified if his aerials sometimes produced KOs at reasonable percent near the ledge. But Buffs in [aerial] blazer would be what pushes him towards a very relevant threat more so than any other single move change.
Why do I have the feeling Sakurai will read this, change one thing of Roy unrelated to any of this then be all likeI compiled our discussion about Roy's balance into an e-mail, and sent it to nintendo@noa.nintendo.com. I took many things word-for-word or slightly altered them to appeal slightly more for balance changes. If anyone would like to add any more changes they'd like to see, or increase demand to make these things more likely, I'd suggest emailing them as well.
Subject: Roy in Smash 4 - Community Discussed Potential Balance Fixes
I'm not sure how much user-requested balance changes are documented and considered for Smash 4, but I figured it'd be a cool Sunday morning project to give it a shot.
The majority of users on the Roy boards on Smashboards feel that Roy has definite design issues after many months of discussion, and while I originally applauded his design choices in June and how he functioned, some rough areas have shown in the long run that haven't been addressed by patches, while other swordsmen have seen much more beneficial changes to fix core design issues. Roy did receive landing lag buffs, however they do very little in comparison to before, and don't address his core issues.
I documented a lot of discussion from many users the last few days alone, and compiled it into this e-mail. This is an attempt to gather issues that many players of Roy have with him, and how they can be addressed.
Roy doesn't have much reason to be played compared to other swordsmen outside of personally liking the character, and we feel that design fixes and strengthening to his character would really help add to the diversity of the game and contribute to DLC sales in order to strongly support the game overall.
Overall, Roy's gameplan doesn't feel like it rewards the player enough, especially compared to swordsmen such as Cloud, Corrin, Ike, Marth, and Lucina, who all share similarities to him. You have to invest in him a lot to truly squeeze reward out of him, and even then, other swordfighters get the same reward or more much easier.
Roy's forward air is a bit of an odd move. It's so strange that it has really high startup, it's so slow to come out for what seems to be no reason considering the range on it isn't fantastic and considering that it doesn't reward the player much to land. It's a bit of a risky move with short range, and rather than having more drawbacks outside of that, it should be a more rewarding move for Roy players. It still has landing lag from a short hop long after the move ends, which makes no sense.
Back air doesn't feel rewarding enough as a move, and it feels like it lacks KO power very often when it's designed to KO. It's a very niche move that can easily be neglected completely as it stands. Increased damage and knockback, and possibly hitbox changes for the better could help see more use of this move.
Blazer, Roy's up-b move, is in an awkward position, where DI (Directional Influence) completely butchers when it can KO. It's really disheartening to get that red lightning, watch the opponent DI away, and live to 140%. It's the same deal with jab, where jab can lead into Blazer as one of Roy's few safe ways to land a KO, in what is called a "KO confirm." However, DI completely butchers jab's ability to do this, which hurts Blazer even more. We feel that Blazer is too weak and variable of a move, where an opponent can hold their stick the wrong way and lose a stock at 100%, or hold their stick the right way and live at 140-150%. Roy's up-b seems to be intended to take stocks from the ground at around 100 percent, and it's a really risky move, so these properties make no sense. If Roy's jab and down throw had more opportunities to link into up-b, we feel it'd really help the move.
The only other moves that can KO confirm as Roy require a ridiculous amount of patience and skill, such as linking the first hit of neutral air while landing into a move, or the weak hit of up air while landing into a move, and they still don't feel rewarding enough and can be played around easily. Compared to other swordsmen, Roy has much more difficult KO confirms with less reward.
The aerial version of Blazer seems to be much weaker than it should be, and it's simply an odd drawback. Other characters don't suffer from weakened knockback in the air with their up-b's, and grounded Blazer lacks the power it needs as it stands. Considering characters such as Marth, Lucina, Charizard, Corrin, Ryu, Meta Knight, Dr. Mario, Shulk, Captain Falcon, Ganondorf, Samus, Zero Suit Samus, Link, Sheik, Zelda, Little Mac, Wario, and Peach all have similar up-b's to Roy, with more strengths overall to them and no arbitrary limits to their aerial up-b's, it doesn't make sense that aerial Blazer is so weak. Near the top of the stage, it'd make sense if aerial Blazer took stocks between 75 and 85 percent. Namely considering Charizard and Corrin's up-b moves, it'd really help balance Roy in comparison.
Blazer overall definitely could use more knockback, and possibly launch at an angle where Directional Influence has much less effect on it, such as launching straight vertically.
Roy's up tilt and down smash have a lot of endlag, and less endlag could help see more use of them as tools.
The hitboxes on Roy's up tilt and up aerial are very fickle, and it's very difficult to pinpoint where exactly the sweetspot and sourspot of each are. More defined differences between them, possibly by snipping the sourspot hitboxes a bit and increasing the range of the sweetspots, would really help Roy's sword make more sense and be more straightforward. It'd help dedicated Roy mains who still have trouble understanding these moves after so many months, and it'd be a more straightforward change to beginners of Roy's character who would like to pick him up. It feels like we have to strongly hope the sweetspot of up tilt hits to KO, and often times it won't when it feels it will.
Roy's throws aren't as great as they should be. A lot of us exclusively use forward throw, because of it being the outright better combo throw, and because the opponent is forced to hit or tech the ground often from forward throw if it can't combo. Trying to land any sort of combo from down throw is awkward, it doesn't have the hitstun or knockback to be a good combo throw like it seems to be designed for. A lot of players will habitually down throw because of it being a staple combo throw on many characters, so a better down throw would help make Roy become a more beginner-friendly character.
Back throw is practically useless, it almost never if ever has a use to it, and up throw feels like it takes stocks at higher percents than it should. 150% or so should make sense, but it doesn't take stocks until 170 or 180, which is still just a maybe. Those are very disheartening percents for an opponent to be at where a grab is only a "maybe" for a KO, and Roy often has those issues because his KO moves are difficult to land and can easily be played around. For someone who has as much power as Roy to balance the weak parts of his design and give him his strengths, it doesn't make sense for him to have quite a few core issues in taking a stock. If at least one of his grabs could reliably take a stock at 110% or higher by linking into another move, it'd really help this core issue.
One thing that could really help Roy, is one where the first swing of his side-b (Double-Edge Dance) could propel him higher. It'd help with his lackluster recovery, and it'd give more creativity to his neutral game. Less endlag on his side-b in general could make it a more useful move, since it's not really useful as it stands, and even using it often outside of just a combo tool is a huge detriment to Roy players when it shouldn't be. Side-b in general lacks damage in comparison to Marth's Dancing Blade, and by damage we mean a LOT of damage lacking. It fails to be a move to both punishes and combos often due to how easily opponents can escape it. At lower percents, a lot of characters can simply hold down on their control stick and shield to punish Roy, and at middle and high percents, it doesn't link together correctly and often allows opponents to escape. Hitbox and knockback fixes to the move could really help it, and it'd be nice if the fourth horizontal and upwards swings functioned as KO moves, similar to Marth's.
Roy has hurtboxes on his hands and arms that make moves hit him to trade or land when they shouldn't, notably on recovery when he's rising to the ledge and something like Ike forward smashing on-stage to hit Roy before he touches the ledge. I've done this multiple times as Ike, and it's easy to manipulate. Fixes to Roy's hurtboxes would be nice ones to help snip around his design's fatty areas overall, it's a flaw that isn't as prominent in other swordsmen and doesn't seem to have a reason to be there. Roy extending his hurtbox is a lot more punishable than it should be.
Roy's grabs overall could definitely see improvement, especially since throws don't feel rewarding enough. There will often be times when Roy's hand will be very close to an opponent or grazing their shield, but the grab won't go through, and he'll take punishment from it. His dashing grab suffers from the same problem to a greater extent, so fixes on his grab hitboxes and better angles and/or hitstun on his forward and down throws, more knockback from up throw, and maybe ways to make back throw have uses could really help Roy and fix core design issues. Forward throw is very often in a spot where it's just one inch away from landing a combo, but still can't land anything.
Roy's sword feels like it needs a bit more range. With the hitbox fixes on Marth and Lucina's swords, and all other swordsmen either having projectiles or much more range on their swords, it feels like Roy is left in the dust and in an awkward position. More opportunities to space his moves against opponents, and a larger sweetspot to mitigate his weaknesses and help his reward would really help balance him properly. It would balance how he really needs to get in to be his own character with a game where there's many projectiles and massive swords, and he has trouble keeping up in the neutral game against all of it. His range is pitiful for a sword character, which is a problem when you have to hit with the hilt of your sword to be rewarded the most. It's part of the reason why his moves are so unsafe unless you have spacing of the gods as a player. It doesn't truly feel like he wields the Sword of Seals.
Roy's up-b has trouble snapping to the ledge when he's facing away from it, similar to a problem Robin used to have. Since this problem was fixed with Robin, it'd be convenient overall to see a fix for Roy, it's just a small quality-of-life deal that could snip around the fat of his design a bit more. For some reason, at the apex of move, if Roy is facing away from the stage, he won't grab the ledge. This has accounted for many stock losses.
Certain users feel that the changes that would truly matter would be more 1-2% damage increase changes, and increased range on aerials and tilts. Since Roy's blade is at its most effective at the base, this puts him at somewhat of a disadvantage compared to other sword wielders, where simply more reward and a little more spacing ability would truly matter and possibly help balance his hilt mechanic to other swordsmen. The landing lag buffs he's received are very minor, and what would truly matter in the same vein is more opportunities to autocancel (zero landing lag) his aerials from a short hop.
Users feel that damage changes would matter most in his aerials, particularly on his neutral, forward, and backward aerials. Marth's damage increases (particularly in forward air) were huge boons for him as his optimal play patterns turned into potentially rewarding KOs, Roy's aerials are all quite lackluster at this time.
Improvements to Roy's sourspots to lead into more combo opportunities could make him a more robust character, and he'd be significantly more "complete" and enjoyable.
We feel Roy's ground moves could use buffs as well, since outside of KO potential, most of them are pretty mediocre or bad, harming his neutral game. Jab, forward tilt, and up tilt should all have less endlag and more range, similar to the buffs that Marth got to these moves recently. This would give Roy more leeway in getting KO confirms from jab, give him a much more reliable ranged poke, and provide him with a good option to juggle opponents without resorting to using his aerials. Down tilt is pretty good the way it is right now, but it would really benefit from some extra range. Up smash could use some extra active frames + slightly more range, since often times it can't catch lingering options such as a spotdodge or airdodge when the move is still coming out. Down smash, we feel, is mostly fine the way it currently is, though slightly more knockback and less endlag wouldn't hurt. Finally, Roy's dash grab needs much more range, as the move's lack of range combined with Roy's slow dash attack forces him to resort to using his short hop aerials, making his approach very predicable.
After a lot of discussion, we feel that if many or most of these changes were implemented, it still wouldn't make Roy a polarizing or overpowered character. He has a very small playerbase and not much (if any) appeal to pick him over other swordfighters outside of his character design, which is especially a problem with a character who is DLC and could help the game rake in more money if more players had more reason to use him. He's seen very few changes throughout patches, and we feel that we've nailed potential changes that would really help the game.
It's disheartening to hear Roy constantly talked down on in discussions, and to hear things such as him being called the worst swordsman or worst DLC character. If Roy was improved a decent amount, we feel that these discussion topics would be too volatile to have one viable candidate, and it'd help reduce the toxicity of the game's community. Improvement to our character would make the game diverse, giving even more reason to choose between each of the game's swordsmen, and helping a unique power/speed character with other drawbacks truly realize what their design could be.
Ehhhh, I kinda regret this email now. It might increase buff chances a tiny bit, but it put me in a really bad mindset this morning that I had trouble getting out of, and I felt a lot of unnecessary pessimism on Roy that I took overboard in other places.Why do I have the feeling Sakurai will read this, change one thing of Roy unrelated to any of this then be all like
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Though seriously, this is actually put good, tho it makes me wonder if we are asking for to much.
Also, I seem to notice a few odd sentences, like the start of para 9 about Roy's ko abilities.
Other than that, really good job!
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Well, nothing you can do now. I personally reckon if I was in your position, i'd have still sent the email and not regret it. We are just trying to give our opinion to a problem that is effecting us. It's no different that say if you sent a letter the Government or whoever big boss person you can think to help improve the way of your life or activitiesRoy sucks. He has absolutely nothing going for him
Ehhhh, I kinda regret this email now. It might increase buff chances a tiny bit, but it put me in a really bad mindset this morning that I had trouble getting out of, and I felt a lot of unnecessary pessimism on Roy that I took overboard in other places.
Roy sucks. He has absolutely nothing going for him
Ehhhh, I kinda regret this email now. It might increase buff chances a tiny bit, but it put me in a really bad mindset this morning that I had trouble getting out of, and I felt a lot of unnecessary pessimism on Roy that I took overboard in other places.
Shoutout toJCav for being a beast, he had some really solid sets and moments I just found in both singles and doubles when searching for VODs a few days ago.