Jihnsius
Smash Lord
I don't think any of his aerials are a safe approach if she's on the floor. I might be mistaken but for some reason I'm thinking Flare Blade will knock her down if she's CCing after a certain percent?
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You apply it when it's appropriate. I'm sure it goes without saying that there's no reliable setups for Roy going into usmash, heck he doesn't really have any "reliable" setups at all against practiced DI. You simply can't discredit a move if it's rarely usable. I read all these things where certain moves are a sin to use, and while I agree with some, the key to playing roy is to be unconventional and if that means using an uncommon tactic or move, then so be it. It doesn't mean spam, it means use wisely.yeah but your cactuar. how would the up smash be applied against a good peach?
another thing that should be mentioned is not to dtilt against peach. CC is a death wish.
A pseudo combo/good setup on Peach is fthrow > run forward > DED.i think this is one of them dead end matchups that roy has. peach can outprioritize almost all, if not all, of roy's approaches and so called combos.
what about grab combos/setups? maybe d or b throw to a well spaced bair? is it too risky?
Whenever peach is on a platform. Upsmash will never lose to her dsmash, since its disjointed.how would the up smash be applied against a good peach?
Dthrow -> DED spike can steal a quick stock sometimes. Throw in an fsmash every once in a while to make them scared of DI'ing away.what about grab combos/setups? maybe d or b throw to a well spaced bair? is it too risky?
I never meant to include offstage edge guards, just onstage, which is pretty good, but you have a point.I agree with most of what you said here, with the exception of the part about edgeguarding being something Roy excels in. Compared with low tiers, Roy is one of the best at edgeguarding from onstage. However, this is mainly due to the godly knockback on his fsmash. Aside from this move, he really only has his moderately high knockback DED, his acceptable partially charged neutral b, his shruggable ftilt, his counter in rare situations, and his jab in super rare Marthesque situations.
His lack of a true offstage edgeguarding tool significantly cripples his ability to take advantage of normally punishable recovery angles. Other low tiers have at least one move that is good for offstage edgeguarding: Pika's uair/dair, Kirby's bair/dair, Y.Link's nair, M2's bair, Zelda's fair/bair, GaW's nair/fair, and so on.
They also have reliable onstage edgeguards like Roy: Pika's fsmash/ftilt, Kirby's fsmash, Y.Link's dsmash, M2's dsmash, Zelda's dsmash, GaW's dtilt/fsmash, etc.
By no means am I trying to say that Roy is worse than any of the low tiers. But having a solid offstage edgeguard is just one of those things that really helps a lot when playing against high tiers.
For example, I know that if Y.Link did not have such a godly nair, which feels like it was designed for edgeguarding, I would not even consider playing him at all. So anyway, I guess my point is that offstage edgeguarding can sometimes be a make or break ability to a character. Hint: Notice that most high level smashers are proficient in gimping.
So yeah, I don't really think Roy's edgeguarding is that amazing.
Not entirely true, Roy can DI during his recovery, greatly, similar to his reverse Blazer, he can move a great horizontal distance, which makes up for not only his fast falling, but helps during edgeguards. His recovery is in no way worst in the game, just counting his up B, Falcon and Ganon's are way worse, Zelda's is as predictable as they come, and Sheik's is even worse than that, being predictable and goes shorter distance. Luigi's is a joke, I could go on and on about this, even counting stall moves, extra jumps and what not, Roy can still DED stall, double jump and still recover from a safe distance. His recovery (stalls and what not included) isn't "all that great", but I never said it was, it's above average at the most.What Chival said, his edgeguard isn't that great. and his recovery is the worst in the game. the difference between his and marth's is that he falls fast so he can't DI even close to as well, and then his up-B is predictable, slow, easy to shield, and even if they don't shield you won't be hitting them very hard. if you don't sweetspott you usually dead, which invites people to easily edgehog you.
Yes, sir. But if you can, do dtilt jc platform waveland fsmash instead!Also: dtilt jc flare blade all day
I love it, in fact tried to mention it a couple of posts ago, but no one took the bait. Also keep in mind that one sends you up and one sends you straight down after certain criteria are met, which can also be useful at times. Anyways, you have to "reset" if you want it to send you up. But I don't think anyone else is interested, so that's all I have to say about it.Also, DED air stall mindgame. Thoughts?
And stall into a falling uair > fsmash.my thoughts on DED air stalling:
i usually use it to stall into fair, however it could be more useful. it is a mostly unexplored tactic for me.
They fly too far for that.wouldn't you be better off with a fsmash or flame blade ledge guard than >>v?
Actually, no. I just now figured this out for myself, I don't know if it's common knowledge, but in practicing reverse DED from a run I realized you can neutral B during a run (doesn't work from initial dash) if you release forward and hit B almost immediately. No turning around with it, unfortunately. Hello more accurate edgeguarding.And Flare Blade requires a dash, short hop, then B.
Not quite what I was getting at. As soon as you grab the ledge you're given invincibility frames. I always believed Ganon was the only one capable of grabbing, gaining invincibility, dropping, doublejumping, and grabbing it again before that invincibility wore off, making him completely invincible the entire duration as he repeats it infinitely. From what I'm seeing trying it with Roy, there's no moment when he stops flashing from invincibility. I've yet to try it in the lava on Brinstar, but I think Roy just might actually be able to do the same infinite rebuffer ledgestall. Nothing too special, but interesting knowledge I don't think has been touched on.Repeated ledge hops always refresh your invincibility, that part is actual common knowledge.
one of you 2v1's the other team whilst your partner charges up a neutral Bso guys.... how about some double roy strategy?
cuz......... me and sethlon are teaming for genesis
For 2v1 stuff...so guys.... how about some double roy strategy?
Sure thing, just hit me up whenever they've got friendlies going.I might be going to Genesis, if so, I'd like a few friendlies with you Seth.
The hard part about that would be making sure we didn't kill each other with the counter, hahaif we can counter one anothers attacks to hit an opponent.....*drools*
Yea fthrow is a good set up for DED because 1. Fthrow allows you to chase while the opponent is still falling. 2. Because you can DED out of the dash. 3. Many characters can't jump out of the fthrow and must tech. If they miss the tech, some sexy stuff happens, most of which you covered.If you can get Fox into a thunders: DED forward, up, up. The first DED will force a getup, second one misses, third will relaunch during his standing animation, no chance to avoid it. If there's no tech it can be repeated, and can be done for a techchase if he manages to tech. This could probably be put to a little use against a human for a couple repetitions if they miss a tech or you can catch them out of an l-cancel. At the end of the string you can chase for a forward smash or fourth hit of DED if they don't DI away.
I think this only works on Fox, too, otherwise the first hit of DED will bounce them instead of forcing a getup.