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The ideal patch: Roy

TheLobsterCopter5000

Smash Apprentice
Joined
Dec 24, 2016
Messages
138
In general, Roy is usually seen as an inferior semi-clone to Marth. Hopefully these changes (which were pretty hard to make) will change that. Note: this thread is part of a project i am doing to create a theoretical final balance patch for the game, and yes I am aware that this is unlikely, but since it is rumoured that this game will have a Switch port, it is still possible there there will be another balance patch.

Fall speed: 1.8 -> 1.73
Weight: 95 -> 98 (compensation for worsened survivability due to fall speed reduction)
Walk speed: 1.15 -> 1.17
Air acceleration: 0.03 -> 0.034
Gravity: 0.114 -> 0.112
Jumpsquat: 5 -> 4
Jab FAF: 23 -> 21
Utilt arch shape is now much more symetrical, with the hitbox positioning at the start of the move being partway between what it is now, and the positioning of the hitboxes at the end of the move, making it more disjointed in the early stages of the move.
Utilt FAF: 39 -> 37
Dtilt animation now more resembles Link's Dtilt animation, resulting in the hitbox on frame 7 being slightly more disjointed now, while the hitbox on frame 8 is slightly less disjointed.
Dtilt angle: 361 -> 85 (note that since Roy's Fsmash is stronger at the hilt rather than the tip, it is not really beneficial for his Dtilt to function like Marth's)
Dtilt FAF: 22 -> 20
Dsmash (hit 2) hitbox active: 21-22 -> 14-15
Dsmash FAF: 63 -> 56
Uthrow angle: 97 -> 90
Uthrow damage: 6 -> 7
Uthrow BKB: 60 -> 80
Nair (hit 1) damage: 6/4/6 -> 6.5/4.5/6.5
Nair (hit 1) angle: 80 -> 365 (autolink) (80 on failed link)
Nair (hit 2) damage: 8.5/8.5/5 -> 9/9/5.5
Bair FAF: 36 -> 32
Dair (spike) hitbox size: 3.6 -> 3.7
The window for transitioning into the next stage of Double Edge Dance has been moved to 1 frame earlier
DED sweetspots for all stages are now 0.1 unit larger
DED 1 sweetspot BKB: 40 -> 35
DED 1 sweetspot KBG: 50 -> 45
DED 1 FAF: 42 -> 40
DED 2 sweetspot BKB: 28 (up) 35 (neutral) -> 25 (up) 30 (neutral)
DED 2 KBG: 50 -> 45
DED 2 FAF: 39 -> 37
DED 3 sweetspot BKB: 40 (up/neutral) 30 (down) -> 35 (up/neutral) 26 (down)
DED 3 KBG: 50 (up/neutral) 40 (down) -> 44 (up/neutral) 38 (down)
DED 3 FAF: 44 -> 42
DED 4 (down 1-4) SDI multiplier: 1 -> 0.8
DED 4 (down 1-4) angle: 80 -> 268
DED 4 (down 1-4) BKB: 2 -> 13
DED 4 (down 1-4) KBG: 40 -> 28
(Overall, it will be much easier to get the sweetspot for all hits of Double Edge Dance)
Blazer is now identical on the ground and in the air
Blazer (final) damage: 8 -> 9
Counter no longer has a sourspot
 

Logan Richardson

Smash Rookie
Joined
Oct 3, 2014
Messages
13
3DS FC
2337-5197-3219
The idea is to balance him, not make him overpowered...Honestly these are the only two changes that he really needs.

-UpAir sweetspot Knockback increased to match that of marths sweet spot.
-Vertical UpSpecial increased.
 
Last edited:

Kenai09

Smash Rookie
Joined
Sep 6, 2017
Messages
2
Hmm your defintiely right on his tilts particuiarly uptilt and dtilt they both need work. I think i would leave blazer alone for the grounded vs aerial and just give it more vertical range. Then as you said improve his dancing blade so its more usable. Nair damage is good as well as 15 is pretty meaty especially since you can chain them. I think id give his fair a tad more range and uair more power than call it. Intersting list to read overall though, nice.
 
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