Not really. You don't footstool people with your head.
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I know with Roy, when spacing, his attacks do most damage at the center of the blade. So, I think the d-air sweet strike is around there, maybe closer to the hilt. Not sure, I have trouble spacing with Roy to get that middle-of-the-blade effect with most of his moves, including his d-air.Ok, so where exactly do you have to be to land Roy's Dair's meteor? The best I can guess is almost touching them near the hilt/center of his sword? I'm really unsure.
It's definitely on the hilt of his sword, or his arm pretty much. What I do is pretty much treat the attack almost like Jigg's Rest, because if you slightly overlap your body with theirs, that meteor Dair will pretty much always hit. I've noticed that there seems to be more hitbox on top and of Roy too (as well as his back). Trying to use it while directly below them will almost always guarantee a meteor.Ok, so where exactly do you have to be to land Roy's Dair's meteor? The best I can guess is almost touching them near the hilt/center of his sword? I'm really unsure.
Actually, it isn't on the hilt of his sword. Go on over to this thread: http://smashboards.com/threads/roy-frame-data-3-02.349876/It's definitely on the hilt of his sword, or his arm pretty much. What I do is pretty much treat the attack almost like Jigg's Rest, because if you slightly overlap your body with theirs, that meteor Dair will pretty much always hit. I've noticed that there seems to be more hitbox on top and of Roy too (as well as his back). Trying to use it while directly below them will almost always guarantee a meteor.
Well, I did say "or on his arm" lol. Like I said, trying to almost overlap bodies will work either way.Actually, it isn't on the hilt of his sword. Go on over to this thread: http://smashboards.com/threads/roy-frame-data-3-02.349876/
The second post is all hitbox animations. The d-air hitbox is on his wrist/arm and his head.
Lol. Thanks for the "tip".Tips and tricks are nice but consistency will always be king. Especially in a series like Smash, ESPECIALLY with a character like Roy. Everyone should have their feet firmly planted in fundamentals before they go for gimmicks or one offs.
^ This. Picking up a strong gimmick might help you more in the short term, but you're going to be in a world of hurt in the long term if you don't flesh out your fundamentals at the same time.Tips and tricks are nice but consistency will always be king. Especially in a series like Smash, ESPECIALLY with a character like Roy. Everyone should have their feet firmly planted in fundamentals before they go for gimmicks or one offs.
Tips and tricks are nice but consistency will always be king. Especially in a series like Smash, ESPECIALLY with a character like Roy. Everyone should have their feet firmly planted in fundamentals before they go for gimmicks or one offs.
So what would you guys define as the fundamentals for Roy?^ This. Picking up a strong gimmick might help you more in the short term, but you're going to be in a world of hurt in the long term if you don't flesh out your fundamentals at the same time.
I can actually see this also being a good combo to lead into a meteor spike with Dair as a flashier option lol. Dtilt>Fair>Dair since it'll put you in a perfect place for his sweetspot. I really like the Dtilt>fair>bair off stage setup, it's definitely something i wanna try out in my gamesOn certain characters at certain percentages, you can Dtilt -> Fair -> reverse Bair. If you hit them with the Fair from a diagonal angle, you'll actually fall past them and they'll be flying toward you. You can then do use the mid-air hop to bair them, which will launch them forward instead of backwards. If you pull this off correctly off-stage, you can actually catch the ledge afterwards without using Side-B or your Up-B. I just recorded and uploaded a short clip to see what I mean:
I noticed you have a more of a chance of pulling this off on chars that are in the middle of the weight spectrum. Anybody else discover/use this?
Spacing, movement (around platforms and off of the ledge and just moving around), understanding that your double jump/DED swings are your life lines when recovering and thus saving them as long as possible, throw/tech chase setups and understanding how to combo characters of different weight and fall speed.So what would you guys define as the fundamentals for Roy?
I sort of agree? He still has the ability to combo at higher percents, and can much more capably confirm into kill than Marth can near the 100% range.Sourspot aerials -> just about anything works at mid-ish percents. His Dsmash also has really quick startup and pokes below shields nicely. Finishing off aerial combos with nB kills pretty early, too. I find that Roy is a lot better at mid percents than he is at high percents, so killing early is a must otherwise you're going to have a tough time.