Solutionme
Smash Journeyman
Very. F-throw can lead to some powerful 50% strings/combos using nair, which if it misses you still have a frame advantage that leads into a tech chase. He has very good air to ground mix-ups due to his fall speed and just about everything he has kills. Flare blade is an effective camping and edgeguarding tool and is overall one of those useful last situation mix-ups due to the kill power and shield combo potential. D-throw literally destroys some of the cast, most noticeably with Fox who can almost literally get 0 to deathed by Roy. Some of his normal moves are also really safe on just about every range on shield except on top of them of course. His up-b OoS has super armor and is a kill option and his up-smash has more knockback if it catches someone in the air. It also trips occasionally due to the weak hitboxes, leading to inconsistent but possible infinites. Lot of things, I should compile notes since I feel like I'm one of those few Roys who labs these things.Hey folks. I picked up Roy recently and I think he is crazy fun. Like seriously, I can't get enough of using him. I have a question though: To what extent is Roy viable in competitive play overall? I know it might be a bit early to tell, but I'd like to know the consensus based on what's known so far. I love this character and would love to take him to a high level, but I'd be very disappointed if I always had to use a secondary because every top tier destroys him or something like that.
The only glaring weaknesses he has are his recovery and ease to combo. But that really shouldn't be a problem if you know how to use his stats to mix up a recovery and DI properly.
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