G13_Flux
Smash Lord
- Joined
- Jan 1, 2013
- Messages
- 1,076
Hi all
This isnt a full guide on how to play Roy (it will be relatively short instead), but rather it targets a specific aspect of roys gameplay. I wanted to post it because i havent really seen much discussion about this. It will be specifically useful for those who are just acquiring a seasoned roy, and are just picking up on some of the subtle nuances of his toolkit. f
Now the part im focussing on is specifically geared towards combo > kill transitions. Roy is lucky to have several of the best set ups for combos AND kills in the game. Specifically, dtilt and dair; however, other moves can possibly contribute to these set ups or are involved in them, such as fair, uair, dash attack, and utilt. All of this is generally known, however, putting them together in a way that allows you to land your most rewarding kill moves consistently, requires a bit more thought. The critical scenario thats important is generally as follows:
Roy and the opponent are near the ledge. By way of poking the ledge with dtilt, ledge-hop dair, or usually just landing one of those moves in general, you are presented with a perfect follow up situation that is usually followed up with by an fsmash or a bair. Now lets say that the opponent is at a percent where those moves wont quite kill. it might be worth it to try and extend the combo instead, knowing that they will likely DI up and in (this happens to be horrible combo DI). by exploiting this mix up, you are opened up to two important possibilities:
1.) fair > bair. this is good because instead of doing the bair right when you initially got your combo set up, you extended the combo, got a bit more damage off, and got them closer to the blastzone.
2.) fair > dair (ken combo!!). the real way to land this combo with roy is by exploiting this DI mix up.
now both of these combos really require DI in on the fair, which is why the threat of bair/fsmash coupled with fair is very important. its really a 50/50 DI mix up, and if they DI away on the bair or fsmash, theyre likely going to die at like 60%. anywhere from 60 - 90% is generally a really good range for these combos, but they can work into the lower 100's if the opponent is a bit heavier. keep in mind that the heavier your opponent, the less KB they take, and the likelier they are to break out quicker. ideally, you would aim to hit fair as late as possible, so that youre not only higher relative to the opponent, but you will have more actionable time while theyre in hitstun.
another even more nuanced mix up involves proper DI on the selection of either bair or dair as your finisher. an opponent who DIs properly for bair will not have DIed optimally for the dair spike (i.e. their resulting trajectory will be at minimum straight down, if not still outwards). in return, DIing for the dair in an attempt to possibly tech the stage will yeild pretty bad DI for a bair. This mix-up is very nuanced, and i havent really even seen it come into play much at a high level yet, but as the meta progresses, im very certain youre going to start seeing this more, as its not terribly difficult for roy to set up since he has so many options into it.
This might have been known to some, for those who havent quite thought this far yet, and like getting creative with your gameplay, this might help!
This isnt a full guide on how to play Roy (it will be relatively short instead), but rather it targets a specific aspect of roys gameplay. I wanted to post it because i havent really seen much discussion about this. It will be specifically useful for those who are just acquiring a seasoned roy, and are just picking up on some of the subtle nuances of his toolkit. f
Now the part im focussing on is specifically geared towards combo > kill transitions. Roy is lucky to have several of the best set ups for combos AND kills in the game. Specifically, dtilt and dair; however, other moves can possibly contribute to these set ups or are involved in them, such as fair, uair, dash attack, and utilt. All of this is generally known, however, putting them together in a way that allows you to land your most rewarding kill moves consistently, requires a bit more thought. The critical scenario thats important is generally as follows:
Roy and the opponent are near the ledge. By way of poking the ledge with dtilt, ledge-hop dair, or usually just landing one of those moves in general, you are presented with a perfect follow up situation that is usually followed up with by an fsmash or a bair. Now lets say that the opponent is at a percent where those moves wont quite kill. it might be worth it to try and extend the combo instead, knowing that they will likely DI up and in (this happens to be horrible combo DI). by exploiting this mix up, you are opened up to two important possibilities:
1.) fair > bair. this is good because instead of doing the bair right when you initially got your combo set up, you extended the combo, got a bit more damage off, and got them closer to the blastzone.
2.) fair > dair (ken combo!!). the real way to land this combo with roy is by exploiting this DI mix up.
now both of these combos really require DI in on the fair, which is why the threat of bair/fsmash coupled with fair is very important. its really a 50/50 DI mix up, and if they DI away on the bair or fsmash, theyre likely going to die at like 60%. anywhere from 60 - 90% is generally a really good range for these combos, but they can work into the lower 100's if the opponent is a bit heavier. keep in mind that the heavier your opponent, the less KB they take, and the likelier they are to break out quicker. ideally, you would aim to hit fair as late as possible, so that youre not only higher relative to the opponent, but you will have more actionable time while theyre in hitstun.
another even more nuanced mix up involves proper DI on the selection of either bair or dair as your finisher. an opponent who DIs properly for bair will not have DIed optimally for the dair spike (i.e. their resulting trajectory will be at minimum straight down, if not still outwards). in return, DIing for the dair in an attempt to possibly tech the stage will yeild pretty bad DI for a bair. This mix-up is very nuanced, and i havent really even seen it come into play much at a high level yet, but as the meta progresses, im very certain youre going to start seeing this more, as its not terribly difficult for roy to set up since he has so many options into it.
This might have been known to some, for those who havent quite thought this far yet, and like getting creative with your gameplay, this might help!
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