MarioMeteor
Smash Hero
I just killed someone with Jab -> pivot grab -> forward throw -> Blazer. I now know what love feels like.I'm really starting to like his F-throw, it leads to tech chasing really well.
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I just killed someone with Jab -> pivot grab -> forward throw -> Blazer. I now know what love feels like.I'm really starting to like his F-throw, it leads to tech chasing really well.
whoa whatFun Fact:
When preforming DED, if you use the upward version of Hit 3 and then the Forwards version of Hit 4, you get WAY more knockback. Kills around 100%.
Always hits the hilt. Intentional design.whoa what
how does that make sense
is there an invisible sweetspot that only up 3 can allow side 4 to reach?
Yeah I'm putting off DED for a little bit lol.FAF before autocancel is uncommon but not unheard of. Shulk's UAir and DAir are like that too.
Updated with jab, tilt, dash attack, smash, aerial, grab, pummel, and throw frame data. Currently gathering dodges and specials (Double-Edge Dance, rip me)
Confirmed. This is actually going to be VERY helpful for Roy. This will be a good option as an OOS reversal. Nice!Roy's recovery move has super armor on start up, you might want to add that.
Everyone wishes that DED/DB were closer to Melee. I think Blazer does the same regardless of the angle. It's all about how many hits you land and ensuring you get the strong finish.I've been doing some experimenting, and want to ask: does lateral Blazer deal more/different KB than vertical Blazer, or is it just me?
Also, anyone else wish that DED was closer to Melee Roy's?
Yeah, I agree. Lateral Blazer must make it easier to sweet spot on the last hit.Everyone wishes that DED/DB were closer to Melee. I think Blazer does the same regardless of the angle. It's all about how many hits you land and ensuring you get the strong finish.
He's damn good at it, though. Fsmash can kill at 60, all of his tilts but dtilt kill around 120, his upsmash can kill at around 100-120 depending on the stage. DED side 4 kills around 130+. He's got reliable kill moves this time around, and it's glorious. Having moves do over 10% for once is nice too.Kind of Sad that his Aerials have no kill power before like 130% even offstage. Was hoping Downthrow DJ Sweetspot Backair would kill at like 120% but it falls juuuuuuuuuuuuuust short of that..
He's stuck to the ground for actual KOing.
I'm just procrastinating on DED because of how much there is to do for it lmao. I'll try and have it done either tonight or tomorrow.Thanks a lot for the data, it's very appreciated.
First thing I want to point out is that despite frame disadvantage for ftilt and dtilt on shield, the center-hit variations of both of those moves have significant shieldpush. If you add +7 frames for them having to drop their shield and then account for the shieldpush, they might be relatively safe.
Also, when do you suspect we will have frame data for side-b? I noticed that's not included in the OP.
I'll check it again.@ Indigo Jeans You have the frame 68 FAF/IASA on Usmash wrong. Not sure if typo (or if you accidently included hitlag), but Roy's Usmash is not that laggy. It feels about the same as Marth's which is IASA frame 58 (pre patch Marth, probably the same post patch).
Of course it all matters based on vertical placement, but at the same time lateral Blazer can catch opponents that try to DI away.You'd think that lateral Blazer would be less effective than vertical Blazer since the latter drags the opponent closer to the upper blast zone.
Could you DI out of vertical Blazer?Of course it all matters based on vertical placement, but at the same time lateral Blazer can catch opponents that try to DI away.
I've seen it graze enemies before, or lose them before the finishing hit; not sure if DI had anything to do with it. Would've been remedied by a more horizontal angle.Could you DI out of vertical Blazer?
What do you mean by "more horizontal angle?"I've seen it graze enemies before, or lose them before the finishing hit; not sure if DI had anything to do with it. Would've been remedied by a more horizontal angle.
Roy seems to have a lot of combos, but most of them only work at specific percents. So it's very important for Roy mains to remain aware of their opponents % so they can use the appropriate combo when the time is right.Interesting that he has combos that could KO... Well, they're close to combos. The % window for 'em is quite small, about 10% wide on Mario. Bigger on heavier characters, smaller on light, and lightweights are pretty much everywhere.
The problem with the Dthrow > Jab > X stuff is that proper DI kills it and most don't understand proper Smash 4 DI. Remember Vectoring? Still there, but the old DI mechanics that were still there were buffed and work in interesting ways with it. So if I wanted to escape a combo from Roy's jab I'd hold up/up & right in SSB4, instead of down as with the old mechanics. Actually, down would be the absolute worst so now smash veterans have a rather skewed view of the game's combos and KO moves.Roy seems to have a lot of combos, but most of them only work at specific percents. So it's very important for Roy mains to remain aware of their opponents % so they can use the appropriate combo when the time is right.
Here's a list of practical combos I use:
0%
Dthrow > Jab > Regrab Dthrow > Jab
Dthrow > Jab > Dthrow > UpB
Nair hit 1 or Uair Sweet > Fthrow > Nair
Jab > 1 Pummel > Dthrow > Jab
30%
Fthrow > Dash Attack
Fthrow > Nair
Dthrow > F/Utilt/, depending on DI
Uair > Usmash
Uair Sour and Nair hit 1 can be used to setup the throws
60%
Dthrow > Uair
Fthrow > Nair
Dtilt Sweet > Techchase or SideB/UpB if they miss the tech
Jab > Grab > Followup
Jab > SideB (Mid-Up-Up-Mid locks them the best)
Uair Sweet > UpB
100%
Dthrow > UpB (Kills Ryu at 110%)
Uair > Uair/Fair
Nair hit1 > Jab > UpB
You cannot DI the Dthrow enough to avoid the Jab at low percents unless you are a floaty. It is true, though , that you can DI to avoid the regrab. However, it's very obvious when they're going to have enough time to jump out f it so you can pursue with an aerial or bait the airdodge and punish with Fsmash.The problem with the Dthrow > Jab > X stuff is that proper DI kills it and most don't understand proper Smash 4 DI. Remember Vectoring? Still there, but the old DI mechanics that were still there were buffed and work in interesting ways with it. So if I wanted to escape a combo from Roy's jab I'd hold up/up & right in SSB4, instead of down as with the old mechanics. Actually, down would be the absolute worst so now smash veterans have a rather skewed view of the game's combos and KO moves.
How about "This is just the beginning of a battle." (Shin no tatakai wa, korekara da.)?Anyway you all should help me come up with a better, wittier name for the thread
No, Flare Blade hits the ledge if you space it right. Ive hit Captain Falcon out of his sweetspot with it before. It kills super early at even a quarter charge in these types of scenarios so it's good here. Also, it has a deceptively short number of frames from the time its hitbox appears to the FAF, it's something like only 23 frames. I find myself baiting people with it and then hitting them with fsmash when they try to go in to punish. It's not as useful as before but it's still okay.What is the point of FLare Blade (Neutral B)? Uncharged it's worse than Fsmash in almost every weak (Weak, slow with crappy hitbox). You can't really use it to edgeguard like in Melee because the actual Slash does't have a hitbox... It just... Has such specific range for how weak it is uncharged.
Guess it will forever have an use as humiliation move after a shield break...
If I had directed Blazer more sideways than upward I would've landed the last hit.What do you mean by "more horizontal angle?"
Like I said, anything past two hits will be difficult because you can just hold up and out to DI properly against virtually any combo on reaction. Even if you get a grab on somebody, holding up and out would be the proper DI for both Fthrow and Dthrow combos.You cannot DI the Dthrow enough to avoid the Jab at low percents unless you are a floaty. It is true, though , that you can DI to avoid the regrab. However, it's very obvious when they're going to have enough time to jump out f it so you can pursue with an aerial or bait the airdodge and punish with Fsmash.
Uncharged Flare Blade has a surprisingly small amount of ending lag, so it can be a little surprise tool every once in a while. Or maybe use it to punish landings.What is the point of FLare Blade (Neutral B)? Uncharged it's worse than Fsmash in almost every weak (Weak, slow with crappy hitbox). You can't really use it to edgeguard like in Melee because the actual Slash does't have a hitbox... It just... Has such specific range for how weak it is uncharged.
Guess it will forever have an use as humiliation move after a shield break...
It's not necessary. Jumping out of shield then performing Blazer is another method. Or you could just drop your shield and do it, but Tap Jump isn't the only way to do it.I recommend you guys put Tap Jump on, or at least have a shoulder button for jumping. Blazer out of shield is really good.
Setting L o R to jump and pressing it at the same time as UpB is doable. Or if your jump button is right next to B like in some controllers.It's not necessary. Jumping out of shield then performing Blazer is another method. Or you could just drop your shield and do it, but Tap Jump isn't the only way to do it.