I've been fooling around with Roy lately, and while I've always had a sneaking suspicion that his tech chase game was underdeveloped, I never got around to looking into it myself until very recently. I was surprised to find out that Roy actually has a guaranteed tech chase on reaction on Fox, just like Sheik and Falcon. Because of his really good grounded mobility, long grab range, and unreactable DI mix-ups with his super quick fthrow and dthrow, Roy can cover every possible tech option Fox can do out of a fthrow or bthrow IF AND ONLY IF your reactions are near perfect, including the two most problematic options, tech in place shine and tech away. After grinding these reactions in my own lab time over the course of a week, I was able to pull it off a few times in recorded tournament matches.
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While it's probably much harder and initially less rewarding to learn this style of punish compared to simply chaingrabbing/juggling or hard reading techs with dtilt, I feel like this could be a great boon to Roy's punish game in the Fox and Falcon match-ups in particular. Because of Roy's awful aerial combo game I think keeping the opponent on the ground and relying on your reactions to build up percent off of regrabs is the optimal way to deal with spacies in the mid-low percents as opposed to taking the opponent into the air or on to the platforms, where Roy tends to struggle. The main problem with it is that's stupidly hard to do consistently, as the reaction windows for tech in place and tech away in particular are incredibly tight, which is problematic as they're the most popular choices to get out of tech chases by far. They are on the very fringe of what is humanly possible to react to; you will undoubtedly need to spend a lot of time grinding and failing miserably if you want to be able to do this whenever you get the chance.
I do have some tips, though, if you guys really want to put in the work.
After inputting fthrow/dthrow, your first task is to react to their DI in the small amount of time before they are forced to hit the ground. This is where mixing up between fthrow and dthrow becomes important; if the Fox guesses which one you're going to do, they can fully DI away out of the initial throw, which means they will land further away from you and you'll have to cover more distance to be able to secure the regrab, making your already small reaction window even less lenient (although it's still possible to cover everything even if they get the correct DI, but it's REALLY REALLY HARD). Dthrow in particular is most vulnerable to DI away, because how far they land from you determines whether you have to react with a smashturn grab (to beat tech in place shine) or a dash back (to cover tech away), both of which are difficult and finicky inputs on their own. If your opponent knows the match-up well enough to account for these tech chase set-ups, I would recommend using more fthrows than dthrows for this reason. Which one you want to use is contingent upon several factors like your stage position, their percent, and what you've conditioned them to expect with your throw mix-ups thus far, so it's hard to make a blanket statement on which throw is best in any given case.
Unless they screw up and DI super hard in (in which case you buffer a walk forward), you'll want to immediately input a dash in the direction of their landing as soon as you're actionable. Don't go into a full run, as that's too much of a commitment. You just want the dash, like a quick tap of the control stick just to close the gap. If you know what foxtrottin is, basically just that. Don't even think about the length of the dash or your spacing or whatever, you should be paying close attention to the spacie to figure out what tech option they're choosing.
Second, you have to determine whether or not they tech or missed tech. For every character, any tech input will produce a small yellow flash. Any missed tech will produce a green shockwave underneath the opponent. In my opinion this is the most important thing to watch for when you're attempting to make this determination. Observe these two gifs showing Falco's tech in place and missed tech neutral stand in slow motion.
http://i.imgur.com/brv3bPP.webm
http://i.imgur.com/Y912pjw.webm
Third, once you are aware that they have successfully teched, you must distinguish between tech in place, tech away, and tech in, as these will all have the smallest reaction windows for a successful regrab.
This imgur album shows the first five frames of Fox's tech animations in slow motion. Fox's feet are the most visually distinctive part of each animation, and watching them closely will allow you to determine their tech option as quickly as possible. If his feet stay mostly straight up in the air, it's a tech in. If his feet come apart, it's a tech in place (watch closely for this one, it's the hardest to react to). If his feet scrunch in towards his body, it's tech away. Internalize these animations and memorize them. LET THEM BECOME A PART OF YOU.
Recognizing the tech option they've chosen quickly and executing the proper coverage out of your initial dash will be the hardest part. Generally speaking, here are the optimal choices to cover each potential option: to beat tech in place you just immediately dash grab out of your initial dash. To cover tech away, input another dash immediately after the first dash ends (like the first regrab in
this gfy) and continue running into a JC grab at the end of their roll. You might be able to running dtilt to punish tech away instead of a regrab but I'm not sure it's quick enough to do on reaction. To cover tech behind, end your initial dash early by dashing in the opposite direction, then JC grab at the end of their roll. You can also wavedash back and smash turn grab if your initial dash turned into a run on accident.
If you have determined that they missed tech, you have a number of options that work and your reaction windows are far more lenient. Although it is sub-optimal, jab resetting as soon as you see missed tech will allow you to skip having react to their get up option after missed tech. However, at higher levels of play, your opponents will start SDIing the jab reset up and rolling or jumping out, which essentially ends your tech chase. A true tech chase champion never jab resets; Roy can still react to every missed tech option on reaction without giving your opponent the opportunity to escape with SDI.
Simply waiting on missed tech is really stressful, as it forces you to rely on a lot of mental fortitude, patience, and focus. When you're just starting to practice this method you will probably lose to get-up attack or neutral stand spotdodge a lot, but don't let that discourage you. You can react to the start of Fox's get up attack animation with shield, or alternatively, you can shield as soon as you see missed tech. Once you're in shield, you will either shield the get-up attack and get a free grab, wait for them to neutral get-up and then shield grab them at the end, or react to a get up roll with a wavedash out of shield grab, wavedash out of shield smash turn grab, or simply shield grab if you're positioned correctly. If you're at a low enough percent, you can crouch as soon as you see missed tech. This allows you to crouch cancel get up attack and grab or dtilt to punish, and grabbing from a crouch is really easy so if they neutral get up you'll be fine too. If they get up roll behind you, you will have to dash backwards out of a crouch, which is a tough input to get used to but it still works.
I stand by the claim that you can always pummel at least once regardless of their mash speed, but if they're really good at it, you may need to buffer fthrow/dthrow on the cstick while you're inputting the pummel. If they don't mash at all, feel free to pummel twice. You earned it. Treat yo'self!
I am still not knowledgeable enough about Roy's punish game to say much about the best way to end tech chases, but hopefully you guys can put your heads together and figure that out. When you fthrow someone into the corner and there's no room to tech away because of the end of the stage, all you have to do is make sure they aren't teching behind you and then you can throw out an fsmash to cover all options like a boss. I think you might also be able to cover tech away on reaction with dtilt if you just keep running after the initial dash and then cancel the run with a crouch into dtilt (although it might be too slow to be reactable). Pivot fsmash may be useful here too, still not sure. Try out new stuff!
Although it's most effective on Fox and Falcon (Falco's tech rolls are too long for Roy to have guaranteed coverage, but it can still work sometimes), other characters like Sheik and Marth who can be forced to tech from fthrow or dthrow for certain percents can also be tech chased on reaction to a certain extent. However, with these floatier characters, mixing it up between fthrow and dthrow is even more important, because for a large range of percents, they can DI such that they don't have to tech and can double jump out. Further, they spend more time in the air so they can land even farther away from Roy with the right DI, so even if they do tech, you may not be able to cover DI away tech away unless you hard read it.
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Tagging
NJzFinest
@Lunchables and just for kicks,
@Sethlon for visibility. Would love to see a modern Roy really master this tool. His punish game needs all the help it can get to be quite honest.