MoveslikeQuagger
Smash Rookie
- Joined
- Jan 9, 2015
- Messages
- 4
That's really strange, I would've thought Flare Blade would have had much more endlag than DED. Also, wavebounce counter? Wut? Does counter not stop your aerial momentum anyway?
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Yeah it's really deceptive, but it's something cool about Flare Blade. Dancing Blade's end lag was increased a lot in smash 4, and DED being a clone of that move is also rather laggy. Hilariously enough, Flare Blade's end lag doesn't increase as you charge it, even at full charge and setting yourself on fire with the recoil, you can still recover very quickly. And yeah wave bounce counter probably doesn't work, but I'll pretend I knew that and say it's part of the mind game .That's really strange, I would've thought Flare Blade would have had much more endlag than DED. Also, wavebounce counter? Wut? Does counter not stop your aerial momentum anyway?
You're probably pressing b a bit too early, remember the move has to get to a certain point in It's animation before it can transition to the next strike. My guideline is wait until the attack hits or would have hit until you input the next attack for DED. At higher percentages you may need to wait more in between each strike in order for it to connect or opt for a different variation then you planned depending how they fly. You'll often be barely connecting with the last hit at higher percentages, which is great for Marth but sucks for Roy.How do I use Double-Edge Dance properly? Sometimes I manage to get the hits to link seemlessly, other times it just stops after the first or second hit. Is it just about developing a consistent rhythm to press B? When should I be pressing B again to link the hits optimally?
Falling up air at mid percents should be able to link to another up air at mid-low percents. Weight dependent.I know rising fair into Dobule Edge Dance or Blazer works, and you get a ton of options off of a falling up air. I believe you can also combo off of jab and nair at the right percentages, but I'm not certain on the specifics.
As far as I can tell, up throw has very little use as a combo throw, only as a kill throw at very high percents. Honestly Roy already has really good combos off of forward throw and down through, so even if you could combo off of up throw I don't know if you would want to. So now up throw up air is not a combo of any sort.Falling up air at mid percents should be able to link to another up air at mid-low percents. Weight dependent.
Also, got a question for evereyone. How much stun does up throw have? Are opponents able to act after an up throw before I up air? I'm asking because I want to see how viable is up throw/up air/down throw on fast fallers and heavies.
That's called b-reversing, every character can do it in every Smash gameHi all, not sure where to put this, but I was messing around with Roy and during my play I've discovered something that may be useful.
The timing is tight but with practice you could do it reliably. Sorry I don't have video also typing on phone, be kind
If you say jump forward, release the stick, hit B to begin flare blade I believe it's called, then immediately input the opposite direction on the stick. You will return the other way charging/performing flare blade.
Has anyone else performed this?
only time will tell, but considering how unsafe he is on shield I doubt itIs Roy ban worthy?
His KO percentages are crazy broken
Neutral Special has almost no ending lag
Majority of his moves are fast and have no ending lag.
DB - depends on the variant, but as a rule for roy, never safe on shieldSo as a big time marth main from brawl I find myself instinctively playing roy similarly to marth which is essentially walling out the opponent with fairs and punishing any laggy move off shield with Up B and dancing blade. Considering roy has considerably less range than brawl marth, is this still viable? What is the best approach for roy, and how safe is DB?
here is a link to someone's thread on true combosHey there! So I'm fairly new to smashboards and I was curious if there's a place where all the combos for X characters goes? In this case I'm obviously looking to get better with Roy, but I don't know where/if there is a place with condensed information about a character. Overall I'm just not sure about how to navigate the forum. Even a basic thread regarding that would be awesome.
Thanks for any help in advance!
it's no problemHey thanks for that! I didn't actually mean to double post but my computer froze up and all that fun stuff Thanks for the help though!
I've been playing smash for quite some time and never ever done it before haha, my b.That's called b-reversing, every character can do it in every Smash game
On a related note though, wave bouncing with flair blade can be quite effective when playing against opponents/characters who rely quite a bit on aerials.
only time will tell, but considering how unsafe he is on shield I doubt it
DB - depends on the variant, but as a rule for roy, never safe on shield
Fairs for walling - decent option so long as you use the IASA fames as tippers will force techs at around 20-30%. (an your opponent isn't shulk or something with lots of range)
Blazer punishes are a thing, but aren't as safe as marth's if you wiff
So what IS safe for Roy if anything?
most of it is really unsafe on shield, but you can mix up aerial approaches with empty jumps, nair and fair iasa optionsSo what IS safe for Roy if anything?
I have been finding nair, dtilt, jab, and retreating fair as his best/safest options in the neutral game (maybe DB 2). What are other options I am overlooking if anything?most of it is really unsafe on shield, but you can mix up aerial approaches with empty jumps, nair and fair iasa options
once again only time will tell
Yeah down throw to up tilt is not always a good option at zero percent and you can get punished for going for it or even get it dodged. At very low percent I actually like combing off of forward throw. Forward throw to DED and forward throw to nair both work at low percent, or even dash attack if they DI poorly or miss their tech. The nair fallow up can be pretty tricky and I don't believe it works at zero percent, so I'd go for DED instead at zero. As previously mentioned this thread details a lot of combos Roy can do, including those off of throws.Is it actually worse to use dthrow -> utilt against anyone with a sex kick at 0 percents considering utilts end lag leaves you vulnerable? What are better throw options?
Roy can KO you in just about any direction he wants. However, most of the super early kills come of the side from things like sweetspotted side smash so that should be considered. I agree with you that platforms could be amazing for Roy because his up air can cover them so well and keep people in the air.Also, what are the best stages for Roy? I find getting kills off the side just as much as from the top, so I am guessing platforms are our friends? (unless your opponent benefits from it more).
no it doesn't true combo, but he ken stringDoes anyone know if Roy can Ken Combo? i read somewhere that he could not to sure though
alright thanks, and that was the worst/funniest joke i've seen on here in a while.no it doesn't true combo, but he ken string
HAHAHHAHAHA I REGRET NOTHING
it only would have been better if ken was an alt for ryu so I could have used his face, but ya I've never seen fair, dair true combo.alright thanks, and that was the worst/funniest joke i've seen on here in a while.
Most of his kill moves are off the ground.What are Roy's kill moves? I noticed the forward air offstage doesn't seem to kill. Are we looking at just smash attacks and charged B?
Roy is definitely faster both in the air and on the ground than Marth is, and his fall speed is very high. According to the ssbwiki, Roy has a weight of 95, which would make him the same weight as Robin, Sonic, and Pac-Man, and heavier than Marth who sits at a weight of 90. He's nowhere near as heavy as Ike though, who has a weight of 107. I have a question of my own, which version of Roy is less of a clone? Project M Roy or Smash 4 Roy?So how fast is Roy in comparison to the rest of the cast? It seems like he might be faster than average speed which is a buff from his average movement speed in melee but Roy seems faster than Marth in this version of smash when it was the other way around in melee.
Another question is, what weight class is Roy, average or higher up? He doesn't feel like a light weight to me. He feels as heavy as Ike to me but this is just a guess on my part. I'm just looking for straight up facts which I'm suprised about because I been looking everywhere on the Roy boards here and there are no confirmed facts. Come on Roys, get on it!
Its hard to say. I would say they both are equal. Project M Roy has as many differences as Smash 4 Roy.Roy is definitely faster both in the air and on the ground than Marth is, and his fall speed is very high. According to the ssbwiki, Roy has a weight of 95, which would make him the same weight as Robin, Sonic, and Pac-Man, and heavier than Marth who sits at a weight of 90. He's nowhere near as heavy as Ike though, who has a weight of 107. I have a question of my own, which version of Roy is less of a clone? Project M Roy or Smash 4 Roy?
Well, up throw offers more height than down throw. Considering fast fallers fall like a rock at low percents, do you think down throw to jab to regrab would suffice? or down tilt to replace jab?As far as I can tell, up throw has very little use as a combo throw, only as a kill throw at very high percents. Honestly Roy already has really good combos off of forward throw and down through, so even if you could combo off of up throw I don't know if you would want to. So now up throw up air is not a combo of any sort.
Up throw just has too much end lag, even against characters like Greninja and Fox it just takes too much time for Roy to recover to get a follow up. But down throw does lead in to jab or down tilt at very low percents, and forward throw to Double Edge Dance still works just as well.Well, up throw offers more height than down throw. Considering fast fallers fall like a rock at low percents, do you think down throw to jab to regrab would suffice? or down tilt to replace jab?
Thank you!!!! Will try.Up throw just has too much end lag, even against characters like Greninja and Fox it just takes too much time for Roy to recover to get a follow up. But down throw does lead in to jab or down tilt at very low percents, and forward throw to Double Edge Dance still works just as well.
It's all about the rhythm. If it helps, use Roy's yelps to help keep a steady pace of button presses.How do I use Double-Edge Dance properly? Sometimes I manage to get the hits to link seemlessly, other times it just stops after the first or second hit. Is it just about developing a consistent rhythm to press B? When should I be pressing B again to link the hits optimally?
It does not directly increase the damage of the last strike of Double Edge Dance. However, the third hit's up variation can set up the sweatspot better, which indirectly makes it do more damage compared to other variations which don't set up the sweatspot. The effect might not be obvious at low percents, but it becomes more evident at higher ones.I have a question about a tip I saw in the 3DS version. I can't find it online, but it was about Roy's Double-Edge Dance and said something to the effect of that inputting up for the third hit, then forward for the fourth would not only set up better for the sweetspot, but also make the fourth hit stronger. Can anyone confirm this?
I saw it twice, so I'm pretty sure I didn't misread it, but when I tried it in training mode I didn't notice it doing any more % or killing any earlier.
Maybe I just misunderstood the tip, but if anyone could clear this up for me, I'd appreciate it.
Oh, ok. Guess I just misunderstood it then. Thanks!It does not directly increase the damage of the last strike of Double Edge Dance. However, the third hit's up variation can set up the sweatspot better, which indirectly makes it do more damage compared to other variations which don't set up the sweatspot. The effect might not be obvious at low percents, but it becomes more evident at higher ones.