I will discuss and go into buff ideas here despite my general standpoint, but I want to make it clear that I don't want to get too caught up in dreaming of buffs; I'd like to simply lay any groundwork for a potential buff analysis, if we decide to pull one together.
Yeah I would do that.....
If I could actually upload videos to Youtube. But unfortunately I can't.
Also what do you mean "no options that create more binary or limited flowchart-y play"?
Either way, while I can't make the video, I am definitely more than happy to try and write up a Roy analysis (with some help from you guys on what I should focus on) and post on Smashboards for you guys to share
Aw man, I'm sorry
. I didn't mean to be hurtful. I have a friend over at the Pitthread
Koiba
who is a huge Puff fan and everytime I mention not liking Puff, she gets mad
I should have made it the more accurate statement "I don't like Puff". Seriously, I have a serious hate for Puff. At least Smash Puff. I love anime Poke Puff
Unfortunately, as someone who was a previous Ike main and sometimes used DK in tournament before Roy, I feel like their combo throw buffs ultimately made them play in a more linear fashion. Ike's play pretty much equates to dthrow or uthrow to fair and sometimes nair a jarring amount, it's almost all I see at lower percents and it's admittedly what has to be done to play him optimally. I use them when I play Ike in friendlies, because why not? They're free tools that benefit the character, I'd be dumb and overly-prideful to neglect them. DK's ding dong is really prevalent in his play and makes grabs much more valuable than the rest of his kit a lot of the time. These changes made how they play more limited and took some of the creativity out of playing them, in my opinion.
One thing I admire about Roy's design is that you constantly have to weigh and consider how much reward jab, fair, uair, fthrow, dthrow, nair, and single-hits reward you, and act accordingly. You have some moves like bair and dtilt that occasionally create followups with diligent use, and sourspots can sometimes create followups. You have to be creative at all points with your punish game and work hard to optimize, and good reads and frame traps are our best tools. If anything, I would prefer changes that polish his punish game up, where everything works at least just a bit better and fails less, rather than one or two new god-tier options. Overall fundamental building will give me similar things, which is why I dig it so much.
If Roy got a down or back throw that would combo into practically anything from 0 to 120 or something like that, then it would make Roy's optimal play to constantly go for grabs and abuse them. It would make his play more binary (limited to few options) or limit it to a small flowchart. The For Glory Roys who dthrow -> Blazer constantly no matter what would reign king. It would be unhealthy to our meta and use of the character, and his gameplan would flow less naturally and have a more fatty feel to it. We'd be swarmed more with players who want to abuse easy options to win. Plus with Roy's mediocre grab range, we're better off with general kit improvements. Roy could have one of the most beautiful smash designs imo if he was designed just a bit better, but patches can fix that, and maybe Roy's just underdeveloped and my work will create that design. I'll do everything I can over time to develop, it's not something that'll just come if I wish hard enough, and it's not good to linger in certain areas too long.
Even if I feel that way now, I wouldn't complain about this kind of buff if we did get it. I am overall overwhelmingly positive about the Ike buffs, even with my gripes about throwcharts. I'm grateful for anything noteworthy we'd get in the future.
I have a private writeup from last night that you might like, I'll send it your way soon.
I dig the new name, by the way.
I believe normalization would be the best course of action, I believe our areas of focus can be focused in couple of different directions based on what we really believe Roy should functioning as. I personally have always viewed him ideally to become "The Spacing players Rushdown Character", as I generally don't enjoy rush down but highly enjoy Roy play style.
With this being said I believe our this is what I look for in a Potent Roy Buff that focuses on normalizing him towards the ideal of his Rushdown spacer niche with a brief explanation.
Giving Roy a Foxtrot similar to that of Clouds and a slight run speed increase. (Probably .03 to .05 increase?)
(If Roy is going to remain a Rushdown Character while focusing on disjoints he must retain full control of his ground movement at all times, due to his grabs losing their effectiveness at higher percents, with this change Roy can stop with full control highlighting his fast paced play style and giving the player the chance to properly use their disjoint.)
Shaving 1-2 frame on start up and ending on his tilts.
Similar to patch 1.1.4 on Double Edged Dance these changes give Roy better highlights of his play style allowing him to out speed more characters when within range, properly rewarding him for closing the distance while still allowing for the same room to punish him should not space well.
My last change I would suggest would be giving slight shield push to the middle hitbox of his Ftilt.
This change to better reward the tight spacing Roy is required to fight at when wanting to play safe, note that all sweet spot would still retain their
current on shield properties.
I believe that you have the best knowledge of Frame data and one of the biggest voice we have on smash boards so I give you what I believe would be useful towards an analysis of Roy. Though this is a small explanation I believe it gets the point across but should I need to give a deeper reasoning behind my suggestions let me know and I'd be willing to message whoever happens to take on this role.
Yeah, we have similar opinions on how balance should work. Imo, the key thing would be shaving the fat off Roy's design and making it feel more realized. I like the idea of Cloud's foxtrot most, it wouldn't really polarize the other side of the MU for our good matchups, and it'd give us something pretty good in general that would help. It'd make sense, and it'd look beautiful to see in actual play. I think it'd give the community a lot of new focus on Roy, and a good amount of people would simply try Roy again or even start to invest in him again, in a more healthy way than something like a potent throw buff.