Yeerk
Smash Journeyman
Bair is by far his strongest aerial. The closer to his body you hit, the stronger the attack. That goes for all of his moves.
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I'd say it would be B-Air, D-Air, N-Air in that order (D-Air and N-Air feel interchangeable though).Just wondering, which one of Roy's aerials has the most killing potential?
His b-air seems pretty weak, unless there's a certain sweet spot to it that's hard to hit with. His neutral air seems like it could be a better killer and covers a wider area, not to mention it covers his landing.
At low percents, I use F-Throw > F-Throw. Throughout the match though, it's good to mix it up with a D-Throw or B-Throw since they'll be expecting the F-Throw after a certain point.What do you guys do off of grabs though? Against floaty characters like Mewtwo all his throws knock them too far away to be useful.
Since the window for roys counter is so small I only use it on the edge for recovering space animals or marth on occation for when he misses sweet spot. I know when it does hit its amazing, can be a kill move depending on the move its countering. I read that his counter does damage scaling off the move countered, so the more damage countered, the harder the counter will hitSo, generally, when can you use counter?
Obviously, if you know [your reaction time] before, that the hit will get you and you know that after [your reaction time + first hitbox] the opponent is in your counter range and couldn't grab before.
In this case counter is successful. Which moves are generally good to be countered?
It's not so much for that as it is for glorious, fiery ground bounce top kills.#theyshouldmakeitintoatruespikesinceitssofreakinghardtoland