So Roy combos.
Frankly, I really really really enjoy Roy's combo game. At 0%, Fthrow > dash > regrab works against the majority of the cast, at which point I generally go for another Fthrow or a Dthrow. If I Fthrow, Ftilt is often guaranteed but will pretty much end the combo. Dash Attack is a possible follow-up, or I can tech chase or edgeguard depending on stage position. Dthrow generally sets up a tech chase, and Dtilt sets up stuff if they miss the tech. Guaranteed DED combos at low percent are nice as well, though CC is something to be wary of.
At mid-to-higher percents I look for juggles and stuff that combos into grab. This includes late Uair, DED, Dtilt, Utilt, and sourspot Dair. From there I usually Fthrow unless there's some significant stage control (or CG) to be gained from some other throw. From there I go for Dash Attack, wavedash > Fsmash, or the forever awesome DACUS.
Around 60-90% on most characters is the time I look for finishers. Fair, Dair and Uair can all lead into an Fsmash, though Uair is the easiest to pull that off with. If they wind up a little farther away from Roy, Bair and neutral B are good follow-ups. Late Uair > Dsmash can work where Fsmash would be just a few frames too slow, too.
Frankly, I really really really enjoy Roy's combo game. At 0%, Fthrow > dash > regrab works against the majority of the cast, at which point I generally go for another Fthrow or a Dthrow. If I Fthrow, Ftilt is often guaranteed but will pretty much end the combo. Dash Attack is a possible follow-up, or I can tech chase or edgeguard depending on stage position. Dthrow generally sets up a tech chase, and Dtilt sets up stuff if they miss the tech. Guaranteed DED combos at low percent are nice as well, though CC is something to be wary of.
At mid-to-higher percents I look for juggles and stuff that combos into grab. This includes late Uair, DED, Dtilt, Utilt, and sourspot Dair. From there I usually Fthrow unless there's some significant stage control (or CG) to be gained from some other throw. From there I go for Dash Attack, wavedash > Fsmash, or the forever awesome DACUS.
Around 60-90% on most characters is the time I look for finishers. Fair, Dair and Uair can all lead into an Fsmash, though Uair is the easiest to pull that off with. If they wind up a little farther away from Roy, Bair and neutral B are good follow-ups. Late Uair > Dsmash can work where Fsmash would be just a few frames too slow, too.