You can lead a horse to water, but you can't make it drink.
Some people are very unwavering; we cannot convince everyone (even if our arguments make complete sense). And that's okay. What I hope is that people who are not Roy supporters will understand that he is a legitimate contender, and that a lot of the misconceptions can be debunked... I just hope that they will respect why we support Roy. I'm personally getting annoyed when people get criticized for supporting Roy just because he's considered "crappy" in both FE6 and Melee.
I've made a quick moveset. I'm sure it's not balance, but I don't really care. It's more or less to give you a general idea how I envision Roy (mostly how I'd like to see Roy). I've already said that I'm expecting Roy to be a semi-clone if he gets in, but there is always the possibility that he will be revamped (as they could draw a lot of ideas from his source game). And I hope all of this makes sense. I'm not the best at explaining these things lol.
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Overview
Fitting the
glass cannon archetype, Roy's strengths are his
raw damage output,
speed, and extreme
priority for some of his moves. He is good at pressuring and hard to approach. While having this luxury, however, Roy has trouble keeping his feet on the ground. He suffers from high end-lag for various moves as well as having some of the worst defences, as he has a very fast falling speed (suffering a shorter recovery) and is vulnerable to combos...etc [insert more balancing stuff here since I'm horrible at this stuff].
Roy uses his signature weapon, the
Sword of Seals. And here's a pic of it:
Wait...a seal wielding the Sword of Seals... seems legit.
Anyway, the sword itself is a
two-handed broadsword that can create
fire projectiles and
heal the wielder. In retrospect, is really doesn't make sense for Roy to be a semi-clone of Marth, as broadswords handle
differently than a rapier (see Marth's swordplay versus Ike and Link's). Roy's entry will have him unsheathe his sword like in his source game. To get a feel, Roy swings his sword with two hands similar to Ike for some standard attacks. Roy also drops his sweetspot/sourspot mechanic that he has in Melee (due to simplicity sake. I know it could work if implanted properly. I'm just leaving it out for now). Essentially, Marth is the only one with that gimmick.
Moveset (revamped)
A quick moveset that I've made up. There are many unique ideas that Roy can take from his source game. I'd love to see more fire based attacks incorporated:
B - Heatwave: Swings his sword and shoots out an arch-shaped
flame that quickly travels fast whatever direction Roy's facing. The longer the move is charged, the
stronger it becomes (the move can be stored like Samus' Charge Shot).
Fully charged: Roy swings his sword as seen in his source game and a more powerful flame travels. If in opponent is in contact with Roy's sword during the
initial release (the animation when Roy swings his sword), opponents will take
heavy damage and
horizontal knockback. If the flame itself gets into contact with anything (opponent, intercepting projectile, wall, etc), a
small explosion will happen (
similar to this), damaging anyone caught in its radius.
B > - Aethon Dance: An
altered Double-Edge Dance with Roy being able to
backflip at any point and
charge at an opponent. For simplicity sake, the move will be divided into two "phases", similar how PK Thunder is divided into:
PKT1: The initial release of PK Thunder where you control the bolt.
PKT2: The attack where Ness/Lucas is blasted as a result of PK Thunder hitting the user
Aethon Dance will be divided into:
AD1: The
combo-like sword dance similar to
Dancing Blade or DED. However, there are a few alterations
AD2: The
backflip Roy does (in any part during AD1), as well as a
fiery dash in the direction he's facing
Aethon Dance has basically the same combinations/controls as
DED. AD1^3 (3rd hit up) retains DED^3's spiking ability like in Melee (
see here).
At
any time during
AD1, you can input
AD2: Roy will do a quick
backflip (with the input of whatever button). Once back on the ground, Roy will
ignite his sword, and dash forward (over a reasonable distance), dragging the SoS along the ground. The sword being dragged creates a
fiery trail behind Roy, lasting for a couple of seconds. Anyone caught in the fire will take damage.
During the dash, if Roy gets near an opponent, he will swing his sword upwards, slashing the opponent (like some sort of flaming uppercut). This sends the opponent flying
upwards (high vertical knockback).
Notes
-
AD2's dash can only be cancelled before Roy starts to dash
- Roy will do a
front flip if the opposite direction Roy is facing is tapped as soon as
AD2 is used
-
AD1 4th hit will not have any knockback and initial damage. Instead, if successfully hit (the fourth
hit is the hardest to land successful), it will
"trap" the opponent in a
flaming pillar (damage slowly goes up until released; similar to Flower status), essentially
stunning the opponent for a couple of seconds
- The backflip is based on Roy's backflip animation in SoS
-
AD2 cannot be used in the air
This moveset needs more....
PHIR3!!
B v - Sol:
Similar in FE6, Roy holds his sword upwards, as it emits a shining light. He slowly
heals himself (think Ivysaur's
Synthesis in Project M) up to a reasonable amount.
Fully healed: Roy's sword
ignites and can release a
fireball (by pressing
B v again). This attack can be slightly aimed
up or
down and goes through
multiple opponents, damaging and burning them. The fireball starts off doing good damage. However, for each opponent the move passes through, the hit box becomes
bigger and does
more damage + knockback to the next opponent.
B ^ - Flare Warp: Similar animation to Marth and Ike's entrance, Roy
teleports over a small distance. When Roy travels from point A to point B, a
stream of fire follows behind him, lasting until Roy re-appears. Anyone caught will flinch.
Final Smash: Flames of Torment
This is Roy's FS...
Jk although it would make absolutely no sense, it would be pretty badass though
The real FS: Roy summons two
dragon-shaped flames on both sides of him. They travel
upwards, twisting around each other. This creates a
fire vortex around Roy. Anyone caught will be trapped in a
mini vortex. Once the flames reach a certain height, they part, diving downwards; one towards Roy's
left, and the other to his
right. Once near Roy's position, the flames then travel horizontally until they reach the left and right blast zones. Anyone caught in this phase will receive
heavy damage and get
pushed horizontally with the flames.
Notes
- Roy is
helpless until the flames part at the certain height
- Opponents trapped in the vortex will be released once the flames start to travel horizontally
- The
SoS was used to help
seal away Idenn. This ability is referenced through the vortexes (FS) or fire pillars (AD1 4th hit), as the opponents are basically "sealed" away for a couple of seconds.
Taunts
1 - The same as in Melee. Roy sheaths his sword, stretches out his palm, saying a "hiiiiyaaaah"
2 - "I'm on fiyah!
Tsssh"
3 - Pulls out a margarita, ignites it with the SoS, and takes a sip
Fire users in video games?
I think Roy can draw many inspirations from various fire users in other video games. I'm compiling a list right now, just in case people are interested (and cuz I'm bored).
-
Sol Badguy
-
Phoenix
-
Ruca Milda
-
Brand: For those who are unfamiliar to League of Legends, Brand has the ability to cast 4 spells. Because of Brand's ability Blaze, if any spell successfully hits an opponents, it sets them ablaze (kinda like Burn status effect in Pokemon). If another spells hits while the opponents is ablaze, the spell will gain additional effects depending on what's cast (additional damage, stun, etc). As said in the video, the spells and ability have good synergy; they create deadly combos. I've heard a similar idea for Roy before (Roy attacks do more damage to a "burned" opponent or something like that) and immediately thought of Brand.
-
This random guy...
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