Super Smash Bros Melee
Roy FAQ
By Erik McLennan-Funkytoad
Version 6.9
06/17/02
[email protected]
AIM -xXFunkytoadXx
Sites that are allowed to host this FAQ:
www.gamefaqs.com
www.neoseeker.com
www.gamespot.com
www.ign.com
If you see it anywhere else, please notify me immediately.
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Table of Contents
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1-Introduction
2-Controls
3-Unlocking Roy
4-Why Roy?
5-The Roy Rule
6-Attacks
7-Attack Breakdown
-R.O.Y.
8-Items
9-Trophy Descriptions
10-One Player Modes
-Classic
-Adventure
-All-Star
-Event Match
-Break The Targets
-Homerun Contest
-Multi Man Melee
-10 Man Melee
-100 Man Melee
-3 Minute Melee
-15 Minute Melee
-Endless Melee
-Cruel Melee
-Training
11-VS Mode
-Strategies
-Stages
12-Words of Wisdom
13-FAQs
14-Closing
15-Credits
16-Disclaimer
///////////////
1-Introduction
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Hello everyone, and welcome to my Roy FAQ. My name is
Funkytoad, and I'm an avid gamer. I very much enjoy Super
Smash Bros Melee, and have "mastered" Roy. Now I shall pass
on my knowledge to you ^_^ I'll be holding your hand through
everything that you could ever want to do with Roy...except
that...get your mind out of the gutter!
///////////
2-Controls
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Analog Stick-The round appendage protruding from the left
side of your controller. Ya can't miss it-Moves Roy. If you
hold left or right, Roy will move in that direction. If you
tap it left or right and hold it, Roy will dash in that
direction. If you hold down, Roy will duck. If you press up,
Roy will jump. You can do one jump off the ground, and one
in mid-air.
D-Pad-The four directional arrows right below the Analog
Stick-Pressing up on the D-Pad will make Roy do his taunt.
Start-The small circular button in the middle of your
controller-Pauses the game. When the game is paused, this
unpauses it.
A-Large green button-Attacks. Depending on what directions
you combine this with, you can do many different attacks.
B-Small red button-Uses special attacks. Roy has 4 special
attacks;B, Forward+B, Up+b, and Down+B.
X and Y-Gray buttons above and beside A-Jump. If you hold
the button, you'll jump high. If you tap the button very
lightly, you'll do a tiny jump. You can jump once on the
ground, and once in mid-air.
C Stick-Yellow analog stick below B-Used for smash attacks.
If you tilt it left or right, Roy will do his forward smash
in that direction. If you tilt it up or down, he'll do
either his up smash or his down smash.
L and R-Grey analog buttons on the shoulders of the
controller-Holding down L or R will put up your shield.
Since these are analog buttons, the strength of the shield
can vary, depending on how far you hold the button in.
Z-Purple button in front of R-Grabs the opponent. Once
you've grabbed them, you can throw them in any direction or
knee him.
////////////////
3-Unlocking Roy
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In order to unlock Roy, you must first unlock Marth. To
unlock Marth, you must play with all of the original 14
characters, in any mode. It's easiest to just play one VS
match with each of them. After playing with the 14th
character, Marth will challenge you. Defeat him, and you'll
unlock him. If you lose, simply play another VS match, and
he will challenge you again. Now, go to either Classic mode,
or Adventure mode and beat it with Marth on any difficulty,
with and stock, without using a continue. Now Roy will
challenge you. Defeat him, and he will be unlocked. If you
lose, you must beat Classic or Adventure again, without
continuing.
///////////
4-Why Roy?
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Why would one want to play as Roy? Let me list the
advantages and disadvantages:
Advantages:
¯¯¯¯¯¯¯¯¯¯
-Excellent range
-Fairly quick on his feet
-Powerful
-Very good in one on one matches
Disadvantages:
¯¯¯¯¯¯¯¯¯¯¯¯¯
-No projectiles
-Weak throws
-No meteor attacks **
-Crappy aerial fighter
As we can see, his advantages far out-weigh his
disadvantages. Fighting against a very good player with
projectiles can be a bit of a problem, but he can overcome
them with a little craftiness. As for the weak throws, the
solution is just don't throw....it's not a vital part of
winning a match by any means. Meteor attacks are always
nice, but he really doesn't need them. He can Edge Guard
much better than someone like Mario who -does- have a meteor
attack, so don't stress over this. Yes, he is a very crappy
aerial fighter...the only time you should even think of
using a mid-air attack, is when you've been popped up there
by your opponent. So in conclusion, stay on the ground, and
this won't affect your fighting in the least.
**Something to note, I've received emails from at least 10
people now, telling me that Roy does indeed have a meteor
attack. In his Double Edge Dance, if you do up+B for the
third hit, it will smack the opponent straight down, and
thus is a meteor attack! I've tested this, and it is
absolutely true. Keep in mind that the Roy Rule applies;it
will only smash them down if you hit them with the middle of
the blade.
[email protected] has informed me of something that I had
noticed before, but never really thought much of. Sometimes
when you do Roy's up+A smash, the enemy will be sent
straight down. This is when the enemy is hit with the middle
of the blade. I've confirmed this quite a few times, and it
does work. I don't know when this would be useful, but it is
indeed another Meteor Smash. w00t, Roy is getting better all
the time!
Ahah! So now we see that one of Roy's disadvantages can be
stricken from the list! Honestly everyone, this guy can own
everyone and their mother. If you're having trouble chosing
which character you'd like to use, and "master" so to speak,
I highly recommend Roy.
///////////////
5-The Roy Rule
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Alright....before we really get into anything, I must state
the Roy rule...that is, something that you should always
keep in mind. It affects pretty much all of Roy's attacks,
as as such, it's something good to take in. Roy's blade has
much more effect when you hit the opponent with the middle
of it. This goes for absolutely any attack where you're
attacking with your sword. You can tell by the difference in
the sound, whether you're hitting with the middle or not.
When you hit with the tip, you make a *smack* sound, like
you're hitting a punching bag with a baseball bat. Learn to
make the middle of the blade connect, instead of the tip,
and you'll fare much better.
//////////
6-Attacks
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Here are all of Roys moves, with information concerning
them.
Note:Smash attacks are done by tapping the control stick in
the direction. These attacks can be charged by holding the A
button.
Example:
Button Combo*Name*Description*Effect On Enemy*Max Damage
A*Slash*Slashes the enemy with the sword*Moves them a little
bit*3
Forward+A*Forward Slash*Slashes the enemy with the sword
while walking*Hits the enemy back*11
Up+A*Upward Slash*Slashes upwards*Hits them up*8
Down+A*Low Stab*Stabs the enemy in the legs*Pops the enemy
up into the air*12
Dash+A*Dashing Slash*Slashes the enemy while running*Pops
the enemy up into the air*12
Smash Forward+A*Sword Smash*Smashes the enemy with the
sword*Hits the enemy back far*19-27
Smash Up+A*Upward Stab*Stabs upwards*Hits the enemy up
high*15-22
Smash Down+A*Double Sword Sweep*Sweeps both sides of himself
with his sword*Pops the enemy forward and up*20-28
Air+A*Double Air Slash*Slashes twice in mid-air*Hits the
enemy back*7 per slash
Air+Forward+A*Air Slash*Slashes in mid-air*Hits the enemy
back*8
Air+Back+A*Rear Air Slash*Slashes behind him in mid-air*Hits
the enemy back*9
Air+Up+A*Upward Air Slash*Slashes upward in mid-air*Hits the
enemy up a little bit*6
Air+Down+A*Downward Air Slash*Slashes down in mid-air*Spikes
the enemy down*7
B*Flare Blade*Smashes the enemy with his sword(can be
charged*Hits the enemy back(One hit KO if charged fully)*6-
50(does 10 damage to yourself if charged fully)
Forward+B*Double Edge Dance*Various Effects(see full
explanation later on)
Up+B*Blazer*Travels upwards with an outstretched sword*Pulls
the enemy up with you and fires them up at the end*11
Down+B*Counter*Puts you in a position ready to counter*Hits
the enemy back if they attack you with any non smash, non
special attack. Also counters projectiles*1
Z*Grab*Grabs the enemy*Pulls them to you*N/A
Grab+A*Knee*Knees the enemy*N/A*3
Grab+Forward*Forward Throw*Throws the enemy forward*Enemy
goes in direction thrown*5
Grab+Back*Backward Throw*Throws the enemy backward*Enemy
goes in direction thrown*5
Grab+Up*Upward Throw*Throws the enemy up*Enemy goes flying
up*5
Grab+Down*Downward Throw*Throws the enemy at the
ground*Enemy goes behind you*6
L or R+Down*Sidestep*Roy sidesteps, dodging any attacks
coming at him*N/A*N/A
L or R+Forward*Forward Roll*Roy rolls forward, dodging
attacks*N/A*N/A
L or R+Back*Backward Roll*Roy rolls backward, dodging
attacks*N/A*N/A
L or R+Air+Direction*Mid-Air Dodge*Roy moves in the
direction that you used, dodging attacks*N/A*N/A
Double Edge Dance:This move is a combo move that has many
possibilities. It is up to a 4 hit combo. The first attack
is always the same, while the others can differ. The 2nd
attack can either be forward or up, and the 3rd and 4th
attacks can be forward, up, or down. I'm going to list these
hits with a description and their maximum damage.
F=Forward
U=Up
D=Down
F1*Forward Slash*5
F2*Forward Stab*5
F3*Forward Swipe*6
F3*Forward Smash*7
U2*Upward Swipe*3
U3*Downward Swipe*8 **
U4*Jumping Downward Smash*7
D3*Downward Slice*7
D4*Low Multi-Stab*9
**This attack is a meteor attack. If you hit the opponent
with it (with the middle of the blade) they will be sent
straight down. I really like to use this, as it doesn't send
them flying, and so they're in perfect position to be hit
with any of the three great finishing attacks of Double Edge
Dance
///////////////////
7-Attack Breakdown
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In this section I'm going to completely break down all of
Roy's Smash Attacks, and Special Attacks, so that you know
what's going on with them...and stuff.
NOTE:All of the names of the smash attacks, are false names
that I've given to them for sake of reference.
_____________
Smash Attacks
¯¯¯¯¯¯¯¯¯¯¯¯¯
Forward+A Smash:Cross Slash
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is basically Roy's pinnacle attack, and a lot of
strategy is based around this move. The range of the attack
is very awesome, and so you can beat your foes down without
them coming close to you. Quite useful indeed. It also deals
a very respectable amount of damage. On your first use, it
deals between 20 and 27 damage, depending on how much you
charge it up. Even when the damage has gone to its very
minimum, you still deal bewteen 13 and 18 damage, which is
quite good. Once you've used it enough times for the damage
to be minimized, they'll have enough damage to die rather
quickly anyhow. Another great thing about this move is that
it smashes your opponent quite far. This is an excellent
move for edge guarding (though it is not quite as good of an
edge guarding move as Flare Blade). ALSO, the move hits a
large area, not just in front of you, but can hit enemies
that are above you as well, providing they aren't behind
you, obviously =P All in all, I rate this to be Roy's best
move, and pretty much the beat all end all move of the
entire game. Seriously.
Up+A Smash:Skyward Thrust
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is a pretty good attack that can somewhat hide Roy's
completel aerial suckage, as it has some pretty good upward
range. This one is a beast for damage, if you charge it up.
Otherwise it's still decent. On your first attack, you'll do
19 to 39(!!) damage, depending on charge. This is a 5 hit
attack btw, you need to hit with all 5 for the full damage.
At minimum damage though, it only does 9-13 damage, so don't
overuse it, or else it will become shite. Not really much
else to say about this move. Oh yeah, it -is- a meteor
attack, if you follow the Roy Rule and hit with the middle
of the blade, but this is so hard to exploit that it's not
even worth knowing. Moving on......=P
Down+A Smash:Clean Sweep
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Meh, this attack would be good, if it weren't so bloody
slow. Honestly, any good player will have you halfway to
hell by the time Roy starts to slash with his bloody sword.
Don't waste your time on this move, seriously. Unless of
course the situation really calls for it, and I'm not sure
when it would.....meh.
_______________
Special Attacks
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
B:Flare Blade
¯¯¯¯¯¯¯¯¯¯¯¯¯
This is quite the powerful attack, in its own right. It's
the 3rd most powerful attack in the game when fully charged
(the top 2 being conditional [roy's counter, and G&W's
bucket]). The first time using it, the move does 6-50(!!)
damage, depending on how long you charge. If you charge it
up all the way, you'll get a big explosion, and damage
yourself 10%. However, it's an almost definite KO. When the
damage is minimized, the attack is completel karp though,
doing from 4 to 29 damage. This attack is quite good in the
sense that it launches them far, even if it only does 5 or 6
damage. This is an extremely useful edge guarding move, and
my most preferred one. A good situation for using this move
is when you get a Bellossom, and the enemy is trapped by
it's sleep powder. Charge it up all the way, they aren't
going anywhere ;)
Forward+B:Double Edge Dance
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This move is detailed earlier....pretty much the same as
before....*yawn*.....Well, you can use this move for help
returning to the stage...but only use the first hit of it.
You can use it a few times, but pause for a moment, so that
you don't do the whole combo, and fall to your death like an
idiot =P
Up+B:Blazer
¯¯¯¯¯¯¯¯¯¯¯
An interesting move; this is Roy's main recovery move. Roy
flies upward in a slash. This move is somewhat reminiscent
of Shooooooryuken!, except that Roy is holding a sword =P.
This is a multi hit attack. It doesn't do much damage, but
it still packs quite the punch if you follow the Roy Rule,
and hit the enemy with the middle of your blade. This is a
great move for when you're in a one player mode, fighting a
ton of weak enemies, as it will usually kill them in one
hit. Also, if you hold forward right as you hit up+B, or
well, a tiny bit after, you'll get more horizontal distance,
if that's what you're after. A fairly good move, with nice
recovery properties, all in all.
Down+B:Counter
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When Roy uses this move, he gets into a Kung Fu stance, and
flashes. During the time that he flashes, if anyone hits him
with ANY attack, he'll counter it and do 1.5 times the
damage. Very useful indeed! This is a good way of letting
projectiles pass by you as well :) I like using this move on
power characters, like Ganondorf and Captain Falcon, as it
will put a big hurt on them. Generally countering a Warlock
Punch is a one hit kill, unless you're in a large level.
Whee....stuff.
All of the attack summaries below are those of my good buddy
Buckwheatz Revenge. Kudos to Buckwheat ^_^
____________________________________________________________
__
Roy
Forward+B Double Edge Dance
Roy (shows pretty rainbow colors O_o;;; as he) executes a 4
hit combo. The key to this is that you time your B button
taps just right so he executes each of his 4 hits on the
enemy(I usually wait until the full swing of the past blade
sweep is completed). If you hit an enemy with the 4th swing,
they will burn up. The swings can even be aimed. This gives
it the following uses:
1. can be started in the air and continued when Roy hits
the ground, gaining him horizontal distance to get back to
an edge, making it an EXCELLENT edgeguarding defense tool!
^_^
2. can be used as well to edgeguard because it has
excellent range and the duration of the combo (should you
choose to use all 4 swipes).
3. is an excellent comboer, the moves come out one after
the other, getting your opponent caught in it. When used on
an opponent at low damage, this is damage % racking. When
used on an opponent at high damage, can KO an opponent.
4. because you can aim the swipes, this can be used in a
variety of ways to KO. You can aim up to juggle an opponent,
or down to spike them, or keep it simple and just go
straight forward in a combo with it. Many options are
available. It is VERY hard for an opponent to predict which
way you will swipe because Roy also has good speed while
using this. Before the opponent can react, they are caught
in the combo! ^_^
************************************************
*activates work of art skillz*
Legend: #'s = column number and step of the swipe, R = Roy,
X = direction of sword swipe; can hit either up, down, or
forward.
Columns:
...1....2....3....4 - Number of B button tap.
-------------------------------------------
.........X....X....X - Direction UP
R..X....X....X....X - Direction FORWARD (or unaimed, default
if you just tap B alone)
...............X....X - Direction DOWN
This shows the variety Roy has when using his B moves alone.
If the fourth hit is directed down,, he goes into a short
infinite-hit-like combo. This is not all though. After you
use the first B, you can also use the A button, or any other
A move such as smash, etc. Allowing a greater chance for
combos!
*ends art skillz*
************************************************
More on Forward+B
The first hit is always the same. It can't be pointed up or
down, because otherwise you'd use B Up or B Down. o_o After
the first hit though, you can work wonders. Many thanks to
Aerodude for supplying this table.
2nd hit(upward)- knocks opponent into the air, ready to be
comboed.
2nd hit(forward)- a continuation of the straight forward
combo. It stuns, and inflicts 5%.
3rd hit(upward)- a spike. A very useful tool when
edgeguarding.
3rd hit(forward)- a forceful move that can clear.
3rd hit(downward)- sets on fire, and builds up damage. It
can get up to 15% damage at one time. Is a sweeping move, so
it can hit the smallest characters, even Pichu.
4th hit(upward)- a strengthened and widely ranged move, it
send the opponent less vertically than horizontally, so it's
a good KO move and excellent finisher to the combo.
4th hit(forward)- a good KO move. It's similar to his
Forward Smash.
4th hit(downward)- an infinite combo. It hits 5 times
altogether, but Roy, unlike Marth, throws in some fire, to
inflict an extra 4% with each hit. So, it can get up to 25%,
even without any of the other hits. !O_O!
That's all I have to say there. It can also be used to get
back to the edge. Keep using the first hit and hold down the
direction of the ledge you are returning to. This makes it a
good edgeguarding defense move! ^_^
************************************************
Roy
Up-B Blazer
Roy does a flaming sword uppercut! This move is very useful
in combos. It hits your enemy with a continuous flame
attack. It is also one of Roy's comeback move (the Forward+A
helps too!). The closer you are to your target, the more
damage dealt. This move can also be aimed! Hit B and
diagonally up and forward, and he trades some vertical
height for some horizontal distance! It is possible to use
this move for juggling too. One special function of this
move is its ability to KO. When you Up+B near an opponent,
it is possible just after it is executed to aim Roy in the
opposite direction. This will not only steer Roy away from a
cliff if he happens to be near an edge with the opponent,
but it knocks the opponent sky high! Some light opponents
can be KOed at low percents. It is possible to kill an
opponent at 0% with this technique. Thanks to Acidfreeze for
a lot of these ideas.
<art skillz>
...........................................................
...............
......................
X...................................................
......................
X...................................................
.........X.............X...................................
...............
.........X.............X...................................
...............
.......R1............R2....................................
...............
X = Opponent(heights opponents will travel vary according to
method of Up+B aiming).
R1 = Roy hitting opponent with a normal Up+B, Roy will head
just a bit forward in the air.
R2 = Roy hits the opponent aiming the Up+B in the direction
away from his opponent just after it's executed, this will
cause Roy also to jump backwards away from his opponent, and
possibly, away from an edge too.
The height in which the opponent will be send is greatly
increased while doing this trick, and this KOs most lighter
enemies at damages as low as 0‰!!!!!!!!!!! @m@zing1111!
</art skillz>
*activates work of art skillz again*
Legend: R = Roy, ^ = direction in which Roy travels when he
uses his Up+B. Diagram 1 is when Roy does his normal Up+B,
non directed. Diagaram 2 is what happens to the uppercut
when you press diagonal up while using the Up+B to direct
it.
D1.......|.......D2...
**********************
...^......|...........^...
..^.......|.......^....
R.........|...R.........
D1 is normal. Good vertical distance will be covered. D2 is
a bit different. You will get more horizontal distance than
normal... suggested that this is done when you are returning
to a ledge, that little bit can help!
*end art skillz*
************************************************
Roy
B Flare Blade
Roy does an overhead sword swing from behind him chopping
towards the front. This B move when tapped or lightly
pressed, can unleash a quick sword slash that sets your
opponent aflame. It is not as forceful as the Forward+A
Smash, but Roy's B move can be charged as well by holding
the B button. This move can be charged pretty much anywhere,
even when Roy is falling he can charge this! You can release
the charged attack anytime as well, making it hard for an
opponent to predict what you are doing next. The opponent
gets burned up as well after they are hit by any degree of
charging from the Flare Blade. Anyway, charge this move to
maximum and Roy will create a mini explosion, causing 10%
damage to himself, and sending an opponent (that is within
range) flying for about 50% damage. Most likely, if an
opponent is hit by this move fully charged, they will be
KO'd. You can start the charging anywhere you want, and even
is flexible because you can start the charge in the air and
keep the same charge when you hit the ground. When charged,
this B move of Roy's is deadly powerful, and is
exceptionally useful when edgeguarding. If used edgeguarding
and this move is fully charged up, I can guarantee a KO,
just as long as you hit with it! (which is not hard with the
range of Roy being quite long o_O)
************************************************
Roy
Down+B Counter
Roy stands still and absorbs the attack of his opponent with
his sword. The opponent is temporarily stunned along with
Roy as he blocks and absorbs the attack, and dishes back an
attack to the opponent for damage! This move is very useful
in that you can counter many close range moves with this,
and Roy can counter moves while in the air as well! When you
time this move just right, it will be hard for an opponent
to touch you with one of their moves, because Roy will not
be harmed, and retort an attack right back at an opponent,
free of charge! A great tool when used as edgeguarding
defense. Sorta like Falcon's Up+B, because time will
temporarily "halt" for the 2 characters involved in this
move. ^_^
************************************************
Roy
Aerial Back+A
Roy's Air Back+A puts him in the direction his back is
turned to, allowing him to get right into attacks, combos,
or whatever you want to do. Recovery speed is a key point
here, and because Roy turns in the direction of his
opponent, he cuts the time normal characters have to do
which is landing, then turning in the direction of his
opponent.
************************************************
Roy
Running
Basically Roy bends his knees and gets down low to the
ground as he sprints. Because he gets so low to the ground,
some attacks (mainly projectiles) will miss him. When he
sprints close to an opponent he can immediately slash his
opponent with his sword, by pressing A while running
(lengthy description for a Running+A O_o;-). Getting low to
the ground will avoid many attacks and allow Roy the
opportunity to start out effective combos by using his
Running+A attack!
************************************************
Roy
Power
Many of Roy's moves have great power. His B Flare Blade can
be charged and released wherever he see fitted. This allows
a variety in it's power as well. Whether fully charged or
not, this move has power. Roy's Forward+B has power as well.
Some of the final hits of his combo have the power to KO an
opponent, and this isn't hard to do seeing that Roy moves in
a forward motion towards his opponent while performing this
move. All of Roy's smash moves are equally good in power, if
not better. The fact that he uses a sword grants him extra
range over other many other characters. Having that little
bit of range makes his opponents all that much easier to KO,
and makes him deadly on the battlefield when his opponent is
at high damage.
************************************************
Roy
Combos
Roy has many moves which can easily be comboed with.
Probably the most powerful comboing tool Roy has is his
Forward+B Double Edge Dance. This move allows Roy to flow in
and out of combos, as he can easily stop his Forward+B at
any time and for example throw in either a B (Flare Blade)
or a quick Forward+A Smash by using the C-stick forward.
Here is a list of some of the combos I have discovered while
using Roy.
Roy Combos
~Double Edge Dance
Roy's standard Forward+B can be executed in a variety of
combinations up to 27 possible moves! The following diagram
will help you understand how many combos Roy has at his
disposal with this move.
*activates work of art skillz*
.....................................................................
.....................................Up.............................
..................................../.................................
................................Up ' B...........................
.............................../.....\................................
............................../.......Down........................
............................/.......................................
.........................../.......Up..............................
........................../....../..................................
.......................Up ' B ' B.............................
...................../.....\......\..................................
..................../.......\......Down..........................
..................../.........\.......................................
................../...........\............Up.......................
................./.............\........./..........................
................/...............Down ' B......................
.............../.........................\.........................
............../...........................Down..................
Forward+B.....................................................
..............\......................Up............................
...............\.................../...............................
................\..............Up ' B..........................
.................\............/.....\..............................
................. \........../........Down.......................
...................\......../.......................................
....................\...../.......Up.............................
.....................\.../....../..................................
.......................B ' B ' B.............................
.........................\.......\.................................
.........................\........Down.........................
...........................\........................................
...........................\............Up.......................
............................\........./............................
..............................Down ' B......................
......................................\...........................
.......................................Down....................
..................................................................
Note: regarding the 2nd slash of the combo, you cannot aim a
down slash, there is only an option to aim forward or up on
the 2nd slash. A forward aimed slash in my diagram is
displayed as simply "B", because if you don't aim the move
and just tap B, by default it will execute the 4 Forward+B
combinations.
*end art skillz*
All this mess adds up to 27 possible combinations for this
move. Needless to say this attack is unpredictable. Using a
variety of directions with this move makes it hard for an
opponent to get out of this combo. You can KO most of the
time with the last moves (4th step) of the combo in that
they pack the most force, and the force makes a great cap
after racking up damage with the earlier hits of the combo.
************************************************
Stage Strategies
Icicle Moutain
Use the Up+B Blazer move to aid in your upward progress.
When the screen scrolling slows down, use Roy's combos such
as his Forward+B Double Edge Dance and Smash attacks to hit
your opponent out of screen for kills. Send them up if you
want, but a more effective option would be to send them
horizontally.
Princesss Peach's Castle
At the center pillar, use the Up+B Blazer to catch an
opponent above you off guard. Same applies if you happen to
be above an opponent on one of the many appearing platforms.
On the flat spaces, use smash attacks and Roy's Forward+B
Double Edge Dance. Try to lure your opponent over to the
Bullet Bill when it is about to explode, and use Roy's quick
jumping and the Up+B to escape the explosion. Use
edgeguarding tactics on the ramps of the roof on either side
of the castle.
Rainbow Cruise
Use the Forward+B to get opponents caught in a combo and
even get a kill by using edgeguarding techniques off the
platforms, carpets, the boat, and other obstacles. Try using
it in the air going to a platform also, you can go right
into the other 3 moves. This is a big help for edgeguarding
defense. Use Up+B when fit also. Opponents will be above you
quite often.
Kongo Jungle
Use the Up+B and Air dodging to it's full advantages. Also
execute the B+Forwards quite often. Use the little island as
a steak-out post and prepare Roy for a Up+B to an opponent
jumping over to it or smash them with the c-stick quick
smash. Continue to Up+B your opponent to higher platforms,
as this is a good juggling tactic because the Blazer move is
so fast.
Jungle Japes
Use the Down+A c-stick quick smash here to edgeguard
opponents who are trying to get back to the main or side
platforms. Same applies with the Forward Smash. Forward+B is
a necessity here. Use it frequently as you chase your
opponent across the platforms. Of course, use it in the air
to start the combo off, as it will catch your opponent off
guard. Don't forget to throw in a Down+B in the air too,
it'll stun your opponent and give them a retort for damage%!
(Termina) Great Bay
Use the Running+A move on the main flat platform. It's
really quick and will set up for
combos. If you are below the main platform on either side,
and an opponent is above
you, use a Up+B on them to knock them away, cause damage,
and gain access to the
main platform. B+Forward is a good idea to use when
edgeguarding and use it often on
the main platform. Smash your opponents against the
underneath of the main platform
should they decide to join you on either the floating
platform or the one just before the
turtle. They will deflect off the bottom of the main
platform into the deep waters below.
The balloon serves as an escape from your opponent as you
can fall back down on them
from it and use a Down+B to block the attack as well as
retort it back on them.
Hyrule Temple
Use Up+B on opponents above on platforms. Use the wide space
to charge a B Flare
Blade move and lay a powerful blade blow on your opponent.
Charge the B move as well
while edgeguarding on any of the ledges. The Forward+B is
definitely a useful tool to
have here. It should be used in open areas, in the air,
getting back to a ledge, and more.
Running+A is also a useful move to use in the flat areas.
You can KO easiest of the time
by sending the opponents up and out of the stage by using an
Up+A Smash. It'll also
set them on fire.
Yoshi's Story
Use the little floating cloud to the left and right of the
main platform to surprise your
Opponents. If they are edgeguarding from the main platform,
try Up+Bing them when the
cloud moves down to a lower elevation. Use Forward+B and
your Smash moves a lot for
KO's. Up+B opponents above you on the 3 platforms. Also the
Up+A Smash can go
through the lower of the 2 platforms, so use that to Roy's
advantage.
Yoshi's Island
Pipes and slope are good places to "aim high" when using
Roy's Forward+B on it. Use
smashes to both knock your opponents up or horizontally out
of the level. B+Up is useful
when an opponent is above you on either the pipe or the
slope. Also you can B+Up
through the spinning Yellow blocks and hit your opponent
should they happen to be up
there.
Fountain of Dreams
Make excellent use of Roy's Forward+B on the flat platforms
as well on the main
platform. The sinking platforms you can use as a diversion
and you can drop below the
platform and Up+B your opponent. It's a rather small level,
so edgeguarding will be very
necessary. Charge Roy's B Flare Blade when he's
edgeguarding, as you'll be able to
charge while your opponent is out over the edge, trying to
get back.
Green Greens
Opponents on the 2 platforms in the center of the stage are
prime targets for an Up+B.
With a Forward+A Smash, you can clear all the blocks away
with Roy's range. You can
spike an enemy into the pit once all the blocks are cleared
with Roy's Air Down+A.
Edgeguarding is a key factor here too as Roy. Forward+A
Smash and charge the B Flare
Blade when edgeguarding.
Corneria
Spike an enemy off the head end of the ship with Roy's Air
Down+A and put them in
range for the Great Fox Cannon! It can do about 280% damage
and r0x0rz your opponent
with massive force! You can also Up+A Smash or simple Up+A
your opponent into the
laser paths of both the horizontally traveling ships as well
as the ships who shoot at the
mid section of the level from the background. Standard
edgeguarding, use Forward+B,
B, and Forward+A Smash. They have great range. When going up
on the fin of the great
fox, aim the Forward+B upwards to hit the opponents above
you on the slope. Also use
the arwings as a temporary escape platform to get out of an
opponents juggle. (Juggling
defense factor.)
Venom
Use the multiple platforms as an opponent is perched above
you for an Up+B. on the
wing tips(ends), use Forward+B to edgeguard. Forward+A
Smashes and B's work well
too. Aim the Forward+B to adjust and hit opponents who
happen to be on the
anatomically curved slopes of the wings and ship.
Flat Zone
The little disappearing / re-appearing platforms set up
opponents for Up+B's by Roy
from below. The flat areas prove to be a great place to
execute Roy's Forward+B
combos, and use the range and speed of the Running+A.
Edgeguarding is a bit different
here, it's a bit easier in that there will be an instant
death once anyone reaches a certain
point off screen. This makes it easy for Roy, simply get an
opponent as far to the borders
of the board as you can, and use one of his vastly ranged
and powerful moves to knock
them out of bounds and off stage. Power moves of Roy's
include the B(charge when
possible), Forward+A Smash, Up+A Smash, Down+A Smash, and
the Up+B Blazer.
Blazer can KO if you aim away from an opponent as it will
knock an enemy more than
twice as high as they would originally go! Using that tactic
you can KO an opponent at
anything as low as 0%. ^_^
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¯¯
Once again, big thanks to Buckwheatz Revenge for his
intelligent insights!
R.O.Y. is the Roy Clan at the Super Smash Brothers Melee
Social Board. I am a member of this clan. In this section of
the FAQ, I'm going to bring you insights from members of my
clan, about Roy, about all of his moves, how they're really
good, and how he is superior to other characters.
R.O.Y vs Super Samus Squad
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
NGCGameMaster:
Forward-B Attack
Samus- Her forward-b move is just a missle. I doesnt have any type of
combo with it. It leaves Samus open for attack from behind so she can
get hit. It sometimes doesnt even hit the opponent that shes aiming at
just making it a waste of time. The missle can be deflected easily
because it is so slow, just a tap on the A button makes it explode
causing no damage to the opposing player. Her missle also has a delay
time before it shoots.
Roy- For Roy's forward-b move it has all types of combos. It can vary
from 3-15 damage. In the middle of the attacks he can perform different
varities of attacks, such as: an upward attack, forward, or downward. Of
what i know there is 27 different combinations of Roy's foward-b attack,
all varying in distance and power. Depending on what type of combo you
choose it can vary in distance you hit your opponent. During the process
of the combos it can deflect mid-air objects without Roy taking damage.
It also has the ability to rack up damage easily.
I am in favor of Roy here.
Buckwheatz Return:
General Opening
Roy is a character whose sword gives largely ranged attacks and a big
advantage. Samus has shorter ranged non-projectile attacks, and Roy has
a definite edge over her when in the areas of range, comboing, and
speed. Let me take Roy and Samus' B moves. Roy's Forward+B Double Edge
Dance attack can be executed on the spot, and comboed as he can hit the
opponent up to four times let alone just that move. It has good range,
speed, is a good edgeguarding move and many other aspects. Samus's
Forward+B Missile is slow to come out. You can't really combo with it
like Roy's Forward+B because it is a projectile. It can be rolled,
dodged, or shielded to avoid at your own convenience because, it is
traveling towards Roy as an object outside Samus' body, so essentially,
it is weaker and less useful than some of Samus' other non-projectile
attacks she'd have to move in close to Roy to do damage. Just keep in
mind that Roy's sword can cover more area than a standard non-projectile
attack because of its range, and this prevents Samus come very close
with the majority of her non-projectile moves. Roy's speed, range,
combos, short recovery time, speedy jumping, as well as many other
aspects I will show give him a definite advantage over Samus.
General "B" move arguement
Roy's Flare Blade has more power than Samus' charge shot. Flare Blade
can reach up to 50% fully charged, while Samus' projectile only gets up
to 28% fully charged. Samus' damages on her Charge Shots will decrease
dramatically downwards from 28% upon further uses (overusing it). Given
this information, Roy's Flare Blade is more likely to KO an opponent
than Samus' Charge Shot.
Flare Blade isn't badly ranged either for a stationary non-projectile
attack. Samus' Charge Shot is a projectile. Roy has the option to evade
the projectile as well. He can mid-air dodge, roll, or shield to avoid
the giant ball of energy. Probably a more suitable option for Roy though
would be to Down+B Counter the flying projectile. Of course, you should
be close up to Samus for the sake of the Down+B Counter swipe hitting
her, but this move will deflect charge shot away, as well as cause Roy
to counter swipe at Samus for 1.5x more damage than the charged shot
would have caused if it hit Roy.
ONE MORE THING!!! General "B" move arguement
Samus can't charge the Charge Shot while she's in midair. She can only
release a shot (which will be a weak 3% damage hit unless you've charged
prior to the jump). Roy can charge Flare Blade in the air. He can also
release it when he wants. He can continue his charge on Flare Blade even
after he hits the ground.
Raydude:
running
roy can definetly run faster then samus and has a much less chance of
getting hit while running. Roy bends down really low when he's running
so any high attacks would miss him but samus stands up strait making it
real easy to hit her when she's running.
Buckwheatz Return:
Counter regarding Smash attacks... (?_?)
"Overall: samus' smashes are fast and easy to pull off, they make good
combo moves and send the opponent very far even at the lowest power."
Some evidence? Maybe a specific move? You aren't proving or debating
anything by just saying "they're powerful". I can do that too. Specify a
move please. I can simply say all of Roy's Smashes have great speed,
have great power, are great edgeguarders, etc... that makes no sense,
see where I'm coming from?
"roys smashes are slow and take time to pull off. yes, they have range,
but samus can dodge the smash and counter with one of her own."
Specific info? They are not slow. You are making incorrect general
statements about Roy's Smashes. The Down+A Smash comes out instantly,
and hits on both sides of Roy. The Up+A Smash Samus goes in an arc over
Samus' head, so they'll hit opponents above them at the same time
anyway. Roy's reaches greater heights as it has more range. The
Forward+A Smash has a second of delay time, but the range the move
achieves will make that delay insignificant. What smash would you dodge?
I can't use all the smashes at once! I'll be more specific in a bit. ^_^
Counter regarding Forward+A Smash
"> smash: samus' forward smash is undoubtedly one of the fastest, if not
the fastest, forward smashes in the game. it can be executed quickly,
can be aimed, and has great throwing distance
roys forward smash, while having range, is slow and has an even slower
cooldown. samus can dodge or roll around it with ease and use her own
smash as a counter"
Samus' Forward+A Smash gets 19%, which is some 8% less than Roy's
Forward+A Smash. Samus' is low ranged, and much less than Roy's so his
can reach longer distances than Samus'. This makes Roy's Forward+A Smash
a better edgeguarder right off the bat. Roy's Smash having great power
is also a plus of this move, as it DOES have more power and can KO
opponents easier than Samus' can.
To avoid Samus' forward+A smash, Roy has many options. Probably the best
would be Roy's Down+B Counter. It will put the damage right back at
samus for 1.5x the damage it would cause Roy! [B][C][D][E].
<§olution rovider> uses Systems for Success.
§ystem ƒor §uccess
~~~~~~~~~~~~~~~~
This is a key for my evasive System for Success. To make things easy, to
avoid a situation, Roy can use a variety of evasive moves. Wherever you
see the letters in brackets in my counter posts, look back to my key,
pretty much I was looking to save some typing and save the refs some
reading, so I used a system! To make it simple, the ref can just copy my
system to a sheet of paper, or something they can write on at their own
disposal, otherwise, you'll have to keep coming back to this post! >_<.
[A] = Use a midair dodge
[B] = Use a roll
[C] = Use the shield
[D] = Use Roy's Down+B (Counter)
[E] = Use the ground dodge
Rolling
Speed is the same on both of their rolls. Samus' roll goes farther than
Roy's, but it is slower to finish than Roy's roll. Because of this, Roy
can put up his shield sooner than Samus after completing the roll. When
Roy is shielding Samus is still in the ball shape completing her roll.
This leaves her vulnerable that extra few seconds that Roy is safe. ^_^
Funkytoad:
lets roll baby!
samus:
sure samus's roll may be slower than roy, but its very compact and its
GOOD that it goes slow. it can go under a dancing blade and have time to
shield. it also goes very far.
No, it really isn't a good thing that it's so slow. If roy's in the
middle of a double edge dance, he'd be either at the first or second hit
when you roll (no roy player would start up a DED aiming to hit you with
only the third or fourth hit). At this point Roy stops the combo, and
hits the C stick for a quick forward smash. At this point, he runs after
your flying corpse, hits you with a running A attack to pop you up, then
hits with a mid-air Flare Blade. You see what kind of trouble samus'
sloooow roll starts up? By the time she's out, roy can be LONG done any
of his attacks, and smashing you very far.
roy:
roy's may be faster, but it dosent go that far back. therefor roy
couldnt continueously evade a barradge of smash missles and charge
shots. while samus's can get under and away enought to not get hit by
roys attacks
Duh, you don't want it to go extremely far, that's a bad thing. The
further your dumb roll goes, the more time the opponent has for setting
up an attack. Roy's roll is quick, so when samus is attacking, or trying
to grab, or whatever, roy rolls behind, and hits with either a forward+A
smash, or starts up a double edge dance.
Up+B Moves:
Roy:Blazer. This move is so useful, it's not even funny. It's multi
hit(though not as multi hit as screw attack), and it pops the enemy up
like nothing. Not only does it get very respectable vertical distance,
if you hold forward with up, he'll get some nice horizontal distance as
well, ideal for returning to the level. This move is a great finish to a
combo, or even a middle move. Roy falls much faster than samus, so if he
hits her with a Blazer up high, he can fast fall, and have a smash set
up for when she lands. It also does 13% if you connect with every hit,
more than samus.
Samus:Screw Attack. This move is multi hit as well, and hits more times
than Roy's Blazer. However, each hit does less damage, and this move has
a hard time doing it's max 12%. While roy's blazer traps the enemy quite
well, samus' is a hit or miss. If the enemy does get trapped, they're
trapped for good, but if you hit them the wrong way, you're doing very
little damage. This move also has pithy horizontal recovery. Plus, after
samus uses this, she's got to fall back to the ground before doing
anything, and since she falls so slowly, roy can be on the ground owning
her when she gets there.
Edge Guarding
Roy:Roy is an -extremely- great edge guarder. He has many moves with
which to guard. First we have Flare Blade, my personal edge guarding
choice. This thing takes a long time to charge up, yes, but if samus is
far away, and coming back to the level, you can nail her just as she
gets back with a 31% or 36% Flare Blade, that will hammer her out of the
arena. If she decides to drop down an grapple to the ledge, roy simply
ends the move, moves back a bit, and starts to charge a forward+A smash,
our second edge guarding move. This has excellent range, and can hit a
returning foe that is still quite a ways from the ledge. Not only this,
but it executes quickly, and you can quickly begin charging another one,
or a flare blade. Thirdly we have double edge dance. Whomever says Roy
doesn't have a smash attack is sadly mistaken. The third hit is a smash
attack if you do up+B. This hit smashes them straight down, and is
perfect for edge guarding. This is a much better meteor attack than most
others, because it doesn't involve jumping off, and risking your life.
Samus: What can samus do to edge guard? Fire missles and plasma shots.
That's really about it. Since the first hit of double edge dance is a
large part of Roy's recovery anyhow, he can just rid himself of these
projectiles, -while- returning. Samus doesn't have any edge guarding
capability whatsoever with her forward smash, roy will be well into his
blazer before he comes into range of that less than stellar move.
Power
Roy:Roy is a powerhouse, simply put. You can be fighting against
someone, and get hit seven or eight times in a row, and then make it up
with two smash attacks. Roy's forward attack can do up to 27%, and with
no charge, can do 20%, more than samus' forward smash when fully
charged. Flare blade is THE most powerful move in the game, short of a
game&watch bucket, or Roy countering a very powerful move (ooh, roy
possesses two of the 3 most powerful attacks ;).) Roy's upward smash
also deals more than 20 damage, and so does his downward smash. Also, in
terms of launching power, Blazer can launch them VERY far into the sky,
at 0% simply by hitting them with the lower-middle of the blade.
Samus:Meh, she has a few powerful attacks, such as her smash missiles,
and her up+A smash, but her up+A smash has a hard time connecting with
every hit anyhow. For the most part, samus doesn't often break 20% with
attacks. She simply cannot beat roy in this section, no questions asked.
The further your dumb roll goes, the more time the opponent has for
setting up an attack.
yea my dumb roll does go far, no the opponet wont have time to set up an
attack unless its a running A due to how far away ill be.
Perhaps you should go turn on your gamecube, and check the range on
roy's forward smash. But then, a running A works too. Roy can set up a
combo/juggle right there.....is that a selling point for samus' roll?
No.
Sexiness
Roy:Roy is pretty damn sexy if you ask me (no I'm not like that, but
trying to get in touch with my feminine side ;) ). Not only does he have
dashing good looks, but he's a brave hero. He goes out and fights
baddies for the good of the people. He's courageous, selfless, and
noble. Not to mention that he's of regal blood. One of his winning pose
voices translates to "For those I must protect, I cannot lose!". This
shows that he cares for his loved ones very much. I don't know about you
guys, but a lot of my female friends think that bravery, and courage,
and nobility, etc, are pretty sexy stuff.
Samus:As I caressed the cold metal suit, and inserted my finger into her
plasma gun, I knew that this night was going to be magical....
Seen many Harlequin's with this scene? No, because it just doesn't work.
Samus is very much a tomboy. There is nothing at all sexy about a metal
suit of armor, and weapons galore. Underneath that, she must be REALLY
REALLY sweaty imo....ick. If samus had a costume without the suit, she'd
probably be pretty damn sexy, but as it stands, she doesn't, so she's
simply about as sexy as a robot.
forward+b moves
Oh, and I have something to say about samus' "great" smash missiles. Any
good player won't even try to dodge them, but rather Power Shield them
back, taking out two missiles at a time. If you mess up the power
shield, you still get a regular shield. Double edge dance -cannot- be
power shielded, and if you try to regular shield it, you're gonna have a
broken shield pretty damn fast.
juggling defense...
Samus:
welp, its hard for most characters to defend a juggle, but then there's
samus. she has the bombs thatll stop and stun as long as roy isnt
releasing an attack (thats why you use the bombs high up) even if he is
it forces him to take another attack to charge which is a waste of time.
she can also (if she times it right) use a down A spike.
Roy:
Roy lacks one thing in this game: projectiles. roy has basicly no
defense while juggling and he can ethier jump away or try a down a
areail. not too much for roy to do here...
On the contrary good buddy, Roy has a little thing called Counter He
simply counters at the last second, and the juggler all of a sudden
becomes the juglee! Great how that works, eh? Samus however has crappy
little bombs. If you're high in the air, they'll explode before they hit
the juggler. If you're low enough taht the bomb would actually hit them,
chances are they're attacking you at that point anyhow ;p
Buckwheatz Return:
Roy
Power
Many of Roy's moves have great power. His B Flare Blade can be charged
and released wherever he see fitted. This allows a variety in it's power
as well. Whether fully charged or not, this move has power. Roy's
Forward+B has power as well. Some of the final hits of his combo have
the power to KO an opponent, and this isn't hard to do seeing that Roy
moves in a forward motion towards his opponent while performing this
move. All of Roy's smash moves are equally good in power, if not better.
The fact that he uses a sword grants him extra range over other many
other characters. Having that little bit of range makes his opponents
all that much easier to KO, and makes him deadly on the battlefield when
his opponent is at high damage.
Running
Roy
Basically Roy bends his knees and gets down low to the ground as he
sprints. Because he gets so low to the ground, some attacks (mainly
projectiles) will miss him. When he sprints close to an opponent he can
immediately slash his opponent with his sword, by pressing A while
running (lengthy description for a Running+A O_o;). Getting low to the
ground will avoid many attacks and allow Roy the opportunity to start
out effective combos by using his Running+A attack!
Samus
Samus wears all of her gear. That must be what slows her down, because
she runs straight standing up! When she is running, she is actually
increasing the area you can hit her, as opposed to Roy, because Roy
crouches down and sprints close to the ground, hence reducing the area
you can hit him. Roy is a faster runner than Samus as well. Running will
affect the transition into the Running+A move, so if you have a fast
sprinter like Roy, you will make out well with the Running+A.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Running+A
The Running+A move is directly linked to how fast a character can run.
Because Roy is such a good sprinter, I'd say he wins over Samus in this
category, because she is slower, but I have a bit more information
before I get off this subject. Samus' Running+A gets 13%, acts as a
battering ram, and will push the opponent forward. Samus also has
recovery time after the shoulder charge she does. Now lets take a look
at the aspects of Roy's Running+A. Roy's Running+A will pop the opponent
up into the air for 12% damage. Roy has no recovery time after the move,
so he can move directly after he slashes the opponent with his sword.
With this, Roy can set up for great combos after the Running+A. Also,
the move pops the opponent up into a prime place to juggle them as well.
Samus' is not made for juggling, or comboing, as it will not only knock
the opponent out of range, but Samus needs to recover after the
Running+A attack.
Funkytoad:
forward+b moves
Oh, and I have something to say about samus' "great" smash missiles. Any
good player won't even try to dodge them, but rather Power Shield them
back, taking out two missiles at a time. If you mess up the power
shield, you still get a regular shield. Double edge dance -cannot- be
power shielded, and if you try to regular shield it, you're gonna have a
broken shield pretty damn fast.
Any good player isn't naive enough to think they can consistantly pull
of power shield.And most likely you will just get hit with them.Double
edge dance is useless as a comboer because the first hit often knocks
opponents out of range of the second hit, getting all 4 hits is very
rare.Also samus can just roll behind him.
Here's an idea, let's start using facts. The first hit of double edge
dance pulls the opponent toward you. Getting four hits in is simple, use
forward, forward, up, down. You get in 30+ damage if you do it right,
and it's not very hard to pull off. Also, once it's started, it's not
easy to escape from.
And btw, I can Power Shield about 50% of the time ;p Most good players
can power shield at least semi consistantly.
Secondly, the battle armor is just a external piece of equipment, it in
no way makes her any less attractive underneath it.If you've ever beaten
super metroid in under 3 hours you'd know that she is very sexy because
other than the chozo suit all she wears is a bikini.
Last time I checked, we were debating about a game called Super Smash
Brothers Melee, not Super Metroid...am I at the wrong board?
Dodging
Roy:Roy is quite the good player for dodging. His rolling dodge is
quick, and effective, and can allow him to dodge an attack, and quickly
retaliate with a smash attack, or a double edge dance. His down+A dodge
is just like anyone elses, not much to say about this... His mid-air
dodge is also just the same as everyone else's....however he can fall
quite fast, compared to samus, so after a mid-air dodge, you can fall
fast, when the opponent would jump, looking to combo you. If you make it
down before them, you can start attacking. His up+B move is quite the
effective move for dodging, especially given its optional horizontal
capabilites. In a complicated level, such as Infinite Glacier, you can
dodge things very well with this, then recover and attack.
Samus:Samus has basically the same dodging properties as Roy, save for
two things. One, Her rolling dodge is SLOW and LONG as hell, and you
aren't even invulnerable during it. This gives opponents an opportunity
to smash you. Also, her up+B move cannot go horizontally, and thus
limits dodging capabilities.
Comboing
Roy:Roy is a very effective comboer. A lot of this comboing talent comes
from his forward+B move, Double Edge Dance. This is -the- ultimate
comboing move. It starts off with two hits, that pull the enemy towards
you, then you can smack them straight into the floor, then finish with a
down+B, for some quick damaging stabs. There are also tons of other
possibilities for this move, and lots of them are very effective. Roy is
not limited to this move for combos however. My favourite combo is a
forward+A smash, then a running+A hit, a mid-air flare blade, then
hopefully they're off the edge, and you can just edge guard with either
Flare Blade or your forward+A smash.
Samus:Samus doesn't really have much for the way of combos....her up+B
move would be good, if it didn't force her to fall helplessly, and
slowly to the ground after you use it. Her up+A smash would also be
good, if it could actually connect with every hit on a semi-consistant
basis.
Buckwheatz Return:
Counter regarding Down+A Smash
"\/smash: samus' \/smash has an excellent radius, and is executed very
quickly. it can be used as a crowd clearer as it sends opponents
flying."
It isn't as powerful as Roy's. Roy's power propels the opponent higher
up into the air, and Roy can recover from his backslash and continue
with a juggle or combo.
"the back is slightly less powerful but is equally useful in combos"
Samus' Down+A Smash I find hard to juggle with. This is because there is
delay time after she hits the opponent. Roy's Down+A Smash has more
power than Samus', so he can make up for the back end slash by knocking
his opponent into the air for a longer amount of time than Samus can.
Roy's Down+A Smash can also useful for combos, but does more damage at
28%. This move of Samus' has less range than Roy's. This means that it
is a less useful edgeguarder.
"roys \/smash also has a good radius, but isnt executed nearly as fast."
You are mistaken. It comes out instantly, but it hits once on each side.
"there is a pause between the forward and backward hit, leaving him more
open to attacks from behind."
Yes, but this move has power, more than Samus' too. It will knock the
opponent high enough in the air for Roy to recover from the backslash
and start up a nifty juggle or combo. This means he won't be attacked
from behind. Even should the opponent happen to be in back of Roy, the
backslash would take care of them in a jiffy.
"while being a good crowd clearer, samus can get about 1.5 \/smashes in
for every one of his (assuming they are not interrupted)"
Even so, it does have some delay time afterwards that may give her
trouble because her Down Smash isn't as powerful as Roy's and won't send
them as high in the air. Roy's range is greater than Samus' too on the
Down+A Smash, so there is a certain distance that you won't be able to
hit Roy, but Roy will be able to hit Samus.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Down+A Smash
Roy
Does excellent damage for a Down+A Smash at 28%. Has great power. It
will pop an opponent into the air allowing a juggle or combo. It has
great range, and it makes a great edgeguarding tool for opponents who
hang just below the edge.
Here is an image portraying the range of Roy's Down+A Smash:
.........................
.........................
.........................
.........................
.........................
.....xxxRxxx.......
=============
.........................
.........................
R = Roy
X = Areas the Down+A Smash will hit an opponent.
Samus
This move is harder to combo or juggle with than Roy's. It's not as
powerful, nor does it do more damage than Roy's Down+A Smash. It gets
21%. It has less range than Roy's, so I wouldn't recommend it as a more
useful edgeguarder. It can also be avoided in a variety of ways. Most of
the reason it is easy to dodge is because it lacks range. [B][C][D][E].
I also have an image for this move as well:
.........................
.........................
.........................
.........................
.........................
.......xxSxx.........
=============
.........................
.........................
R = Roy
X = Areas the Down+A Smash will hit an opponent.
As a comparison of both images, I hope you now see that Roy's Down+A
Smash gets better range and therefore is better edgeguarder than Samus'
Down+A Smash.
Counter regarding Up+A Smash
"^smash: samus' ^smash has a wide radius of fire and hits several times.
it has not ko power,"
You must mean wide arc. I have no problems with the arc, but it's low
range is where Roy gets you. It lacks the high reach that Roy can get
with his sword, as Samus' only travels in a small semi circle above her
head and is vulnerable to attack from below. If you don't hit with all
the explosion attacks, it won't be as powerful nor will it be as
damaging as you say.
"but its good for using on enemies above you on platforms"
Nope. It is short ranged, and won't hit opponents as high as you think.
As I said before, it doesn't get range. It makes more of an arc than it
gets height on the explosion attacks.
"roys ^smash has a very narrow attack radius."
Even if it doesn't have an arc (which the normal Up+A covers anyways),
it reaches higher than Samus'. I will give a visual now.
...................................................
...................................................
...................................................
...............x..................................
...............x...................xxx..........
.............xxx.................x...x.........
.............xRx...................S...........
==========================
...................................................
...................................................
R = Roy
S = Samus
X = Areas the Up+A Smash will hit an opponent.
Even if the arc is a bit less, that extra range gives Roy the advantage
to hit the opponent multiple times, and makes Roy's Up+A Smash better
for juggling.
"it is also slow and easily dodged. "
Ain't as slow as you think. In the time Samus completes her scorching
circle, Roy already has his sword out to hit the opponent. To hit an
opponent above and in the rear of Samus takes more time than it takes
for Roy to juggle an opponent with his. Roy's is easy to dodge? So is
Samus'. All you have to do is execute an air dodge in back of Samus,
Down+B counter, or shield the attack.
"while doing a lot of damage"
This will only do the full 29% if it carries the opponent through all
the explosions. An opponent above in front or above in back of her will
only get caught in the first couple of explosions, only doing 3% each
hit.
"and having excellent juggling power,"
Ahem. This move doesn't have the range of Roy's. It neither has the
power to even lift the opponent to a decent juggling height until after
50% damage. Roy's is better for it's power and range, damage isn't
always everthing.
"samus can counter this with a bomb , drop off to the side of roy, and
start himin a combo that he cant break thru"
That bomb you are talking about, is Samus' Down+B. It explodes after a
certain height. Not only that, all Roy has to do is attack the bomb with
his sword on an Up+A, and it will explode, neutralizing Samus' attack.
After the Up+A attack, Roy can roll away from Samus.
Up+A Smash
Roy
Does 22% damage, trapping an opponent in a multiple hit flaming sword
attack. It has great range, as it can juggle opponents who are just out
of range of the normal Up+A. Because he holds his sword in the air for a
second, it proves to be useful for many juggling purposes. The sword
travels a good distance upwards above Roy's head.
Samus
This move is gonna hit for 29% on the first hit and drop down every
other use. The arc is only over Samus' head, but it doesn't get good
distance either. The flames will only travel in a line close around
Samus' head. It's not near the range Roy's Up+A Smash. It isn't near as
good a juggler as Roy's is either for that reason of lower range and
height. It may not even do a full 29%, because Samus needs to hit with
all the hits. Because every opponent will be directly above Samus, it is
very likely they will miss the entire arc, and only be hit with a couple
explosions, only dealing 3% a hit.
Medeus:
Samus's flamethrower is the perfect juggling attack.
How can you say that? No matter where the enemy is standing with Roy,
he'll always push them into the air with considerable force. That means
if you're standing beside us, we can use the Up Smash and you'll follow
the flames. Seriously though, for all practical purposes, Roy's Up Smash
stomps Samus' flame thrower for juggling abilities.
as enemys are falling down, samus unleashes a firey arc that goes above
her head doing up to 30%.
But all of the hits hardly even connect...
since roys blade just goes up and not all around like samus's does.
It goes all around his sword down to his feet. Even Samus can't do that.
both are a very quick attack, give off about same dammage, but samus's
has a quicker recovery time cus she just puts her flame off, while roy
still holds his blade up a bit afterwards.... also samus's covers a bit
more space compared to roys.
If you've ever played as Ness you'll know that his Down Smash starts
back and goes to front, but that isn't the point: Samus' Up Smash starts
in front of her and it travels to the back of her head. Keep in mind
that Roy's Up Smash hits all around his body, at ALL TIMES. So, if you
were standing behind Samus, there would be more time to escape; that
isn't the case with Roy however.
- Counter for *Rolling*
samus:
sure samus's roll may be slower than roy, but its very compact and its
GOOD that it goes slow. it can go under a dancing blade and have time to
shield. it also goes very far.
No, no, silly goose! Being slow is never a *good* thing! That's like
saying it's bad to be fast, and it's not. Please don't say that again...
Getting under Roy's Double-edge Dance isn't as easy as you make it
sound. For starters, with eighteen different combinations, using the one
aimed down would work wonders. Besides that, the first slash hits people
on the ground. However, I won't lie: if you were close enough to Roy,
you could roll under it, but that would be totally forgetting the speed
of the move. Roy lashes out with his sword... and that's about all you
know. Those fists were fast as lightning, HUA!
roy:
roy's may be faster, but it dosent go that far back. therefor roy
couldnt continueously evade a barradge of smash missles and charge
shots. while samus's can get under and away enought to not get hit by
roys attacks.
Rolling once and then jumping soundly evades the missiles. You don't
have to roll incessantly to dodge anything; throwing things together as
a mix gives one the best results.
Silverhomer17:
a while ago, earlier in this topic, it was said that about the plain B
attack that:
samus: this baby can be charged and released at any time. it cant do as
much as roys B and doesnt have the one hit KO power ethier, but who the
hells gonna go underneath Roys blade and say hmmm i feel like taking a
hit today... anyway, samus's cannon does anywhere from 3%-27% and can go
great distances without goin out. Its best used in the air or close
range. overall a great attack from far or close up...
Roy's Fire Blade:
Yesh this attack is tight if you could pull it off aginst a human
player. it has the one hit KOness and kwel effects. only prob is if you
are gonna play witha a long ranged character like samus (or any human)
you are only hurting yourself... speaking of hurting yourself, if roy
releases this attack at or around full blast, he takes 10% dammage. not
that good for an attack that most likely wont make contact
i don't know about you guys, but when i am fighting level 9 comps, or
even friends, they will be sent off of the edge sooner or later. while
they start to jump back, Roy can charge his b shot a little ways in from
the ledge. the comp/friend graps on to the edge and pulls himself up,
while you are waiting with a fully charged b attack, sending them off
the screen.
now, lets compare the edge gaurding factor of it. Roy's B attack doesn't
take hardly any time to pull off if you tap the button. and the only way
you would need a short amount of time to attack would be if the comp
didn't go far at all. if the comp/friend is off for two seconds, roy's
blade can do as much as 25 damage. correct me if i am wrong here, but
that would be almost equal to a fully charged attack by samus, which
takes roughly 3-3 and 1/2 seconds. if the oppenent is off for 4 seconds
(how long it takes roy to fully charge) then a full attack can be pulled
off, giving them 50 percent damage, and you a point for killing them,
even if they were at 2% damage. a samus fully charged would be equal to
about 4 seconds and would only do 28% damage and not instant kill. (i
know you are probably saying, "Hey, silverhomer, didn't you say it takes
3 seconds to charge?" well, not only do you have to fully charge it, but
you have to hit the b button again to release it!)
another GREAT edge gaurding quality of roy's would be his dancing blade
(forward smash B). if an opponent is hanging on to the edge, you can do
his dancing blade, and the first attack should knock them off of the
cliff (if not, just do his second forward b). samus's forward b smash
would send a missle straight, not coming anywhere near your opponent,
also leaving samus open to an attack that the opponent can do to get up.
this is also a good way to get the hangman's KO bonus.
Psgamer02:
~~~~Roy in General~~~~
Roy uses a sword, I don't know which brand it is or anything fancy, I
bet you could ask the Marth clan if you wanted to find out ^_^, anyhow,
he extends his arm full length on a regular basis to attain the maximum
possible range. With a big heavy sword comes spectacular priority.
His size is just below average, he is by no means tiny, but crouching
cuts his height in half, making him a small target.
His moves advocate a sort of defensive/offensive style. He can stun you,
but at the same time, prevent your attacking him with his range and
speed, so he tends to take little damage, while simultaneously doing
much damage to any enemy he may have.
He is an all or none sort of character, just not taken to say...mewtwo
extremes. He is fairly light, but his speed and power let his opponents
take damage easily, but at the same time as killing the opponent easily
with his power, his own vulnerability is accentuated by his weight and
size.
~~~Roy pertaining to the game~~~
Power>
Roy has a lot of power behind him. Moves like Forward smash(20%),
B(50%), Up Smash(16%), and Down Smash(19%) are the backbone of his
power, and they serve him well. Anyone of these moves can deal out the
damage as well as KO the opponent. His power isn't limited to these KO
moves. He has the ability to heavily damage the opponent with His
Forward B(20%) and Dash A(12%). All this makes for a surprisingly
powerful character.
Speed>
There is no doubt of Roy's speed. His regular A, Up and B, Forward and
B, Aerial moves and Smashes all have above average speed. Sacrificing
power does not attain the speed he has. His power is retained, and his
moves achieve a perfect balance in quickness and force. His roll is
extremely fast, and his shield is also quick to defend him. His grabs
also have this quickness. He grapples the opponent with a speed not
usually seen in characters with his power. This all accounted for, he is
a character near the top in all facets of speed.
Range>
Roy's range is his biggest asset. He has a severe lack of poor range
moves. This is due to the very nature of his attacks. With his sword, he
can out-range even the most deadly attacks, thus rendering them useless.
All his A and B moves save one use this incredible sword, and that move
(Down and B), is not an offensive move.
Arc>(range sub-category)
His sword provides a bounty of arc. Only 5 of 25 moves don't use the
slashing motion for the main attack (Down A, Smash Down A, Down B,
Regular Aerial A, and Up Smash A). All other moves use to full length of
the sword to cover as much area as possible in the attack. His arc is
second to none.
Priority>
His attacks provide much priority. Priority is the ability to cancel or
go through the opponents attacks. Many Roy's moves have this ability
(Smash A moves including; Up, Down, and Forward, B, Forward + B, and Up
+ B). Combined with Down and B (which is impossible to go through,
literally) and you have a character that has the ability to go right
through your attacks and turn your attack into a weakness.
go ahead and analyze those b moves ppl (which i know a lot are about to
right now) ill analyze SMASHES.
*ahem*
Overall: samus' smashes are fast and easy to pull off, they make good
combo moves and send the opponent very far even at the lowest power.
roys smashes are slow and take time to pull off. yes, they have range,
but samus can dodge the smash and counter with one of her own.
-Samus's smashes have some of the worst range in the game.
-Overall, samus has less power than Roy, especially in A moves. So if
Samus can "Send the opponent very far even at the lowest power" Roy
should be able to kill them no?
-Samus's slow Roll can never out-speed Roys A moves.
> smash: samus' forward smash is undoubtedly one of the fastest, if not
the fastest, forward smashes in the game. it can be executed quickly,
can be aimed, and has great throwing distance
roys forward smash, while having range, is slow and has an even slower
cooldown. samus can dodge or roll around it with ease and use her own
smash as a counter
-Marth is fastest, although samus does have speed, her awefull range and
general stabbing motion limit its use to extremely close fighting
-Not a good edguarder due to the bad range and Hit area.
-Again, her slow roll isn't faster enough to beat Roy's Smash, which is
quite fast, but slightly slower than Samus's.
-Roy has insane range, and more power than Samus's. It also happens to
do more damage.
^smash: samus' ^smash has a wide radius of fire and hits several times.
it has not ko power, but its good for using on enemies above you on
platforms
roys ^smash has a very narrow attack radius. it is also slow and easily
dodged. while doing a lot of damage and having excellent juggling power,
samus can counter this with a bomb , drop off to the side of roy, and
start himin a combo that he cant break thru
-Same speed on the start up.
-Roy can potentially hit opponents on the ground and behind him,
something samus cant do. Roy definatly wins in the range department
also.
-Roy's move has much better KO power.
-On average, Roy does more damage, Unless the opponent is caught in
front of samus, and right next to her, there is no way to do the full
damage, which is like 21%. Roy on the other hand, Can do 15+ damage
almost all the time
\/smash: samus' \/smash has an excellent radius, and is executed very
quickly. it can be used as a crowd clearer as it sends opponents flying.
the back is slightly less powerful but is equally useful in combos
roys \/smash also has a good radius, but isnt executed nearly as fast.
there is a pause between the forward and backward hit, leaving him more
open to attacks from behind. while being a good crowd clearer, samus can
get about 1.5 \/smashes in for every one of his (assuming they are not
interrupted)
-Roys power is not even touched by Samus's spin move. He has much better
range, power, and damage. Samus takes home the speed trophy. The way I
see it, if Roy connects with this move, samus takes masses of damage and
could be killed. The good range makes it so Samus can be out of range
for her Down A, and yet Roy can still hit her with his move. If samus
manages to get close enough to hit Roy with hers, it will do minimal
damage, and not KO roy, the trajectory also limits Combing. Roys Down A
automatically sets up an Up A smash for much more damage, but that's
only if it doesn't kill Samus.
ets GET DOWN! o_o;;
B move: Samus's Charge cannon vs. Roys Fire Blade
Samus's charge cannon:
ahh yes the signature charge shot... this baby can be charged and
released at any time. it cant do as much as roys B and doesnt have the
one hit KO power ethier, but who the hells gonna go underneath Roys
blade and say hmmm i feel like taking a hit today... anyway, samus's
cannon does anywhere from 3%-27% and can go great distances without goin
out. Its best used in the air or close range. overall a great attack
from far or close up...
-Roy can easily do 27% damage, just while falling through the air and
charging. Samus can't even Charge in the Air =(
-From far away, it can be easily Sheilded or Jumped over. It flys too
slow to be usefull from a long ways.
-Roy's move releases way faster, and starts charging faster too =(
Roy - For Roy's forward-b move it has all types of combos. It can vary
from 3-15 damage. In the middle of the attacks he can perform different
varities of attacks, such as: an upward attack, forward, or downward. Of
what i know there is 27 different combinations of Roy's foward-b attack,
all varying in distance and power. Depending on what type of combo you
choose it can vary in distance you hit your opponent. During the process
of the combos it can deflect mid-air objects without Roy taking damage.
It also has the ability to rack up damage easily.
Often, these combo moves are too powerful to pull off on an opponent all
at once, making the combo rather ineffective. these do send opponents
flying, but are easily avoided. Samus can roll around them. OR she could
just stick to her own >B which is a ranged attack, and keep roy at a
distance. Roys >B, while having good damage, distance, and somewhat
useful as a recovery, only hits in one direction, is slow, and hard to
pull out of if you make a mistake. while doing this samus could easily
meteor you right down to infinity, or up to the sky, depending on where
you are.
-What? Meteor on the stage who? Well lemme try to explain why this move
is about 5 times better than a missle.
-WAY faster, lasts longer, more powerfull, more damage, more uses,
recovery ability, superfast start up and recovery time, stuns for
longer, can be used over and over due to the speed, hard to see coming,
hard to jump over, hard to shield, good range for the speed it has, KO
ability, Good trajectory, Combo potential, many options as the move is
played out, ect.
Are those good enough reasons? How about these pertaining to Samus ->
-Easy to see coming, slow start up, slow finnish, lack of Combo ability,
no power, poor hit area, less options, and useless. I would like to
compare this move to a misquito...irritating but not dangerous.
ok >B time!
Samus's missle Vs. Roys Dancing Blade
Samus's missle:
now some may say that these are weak and cant go to far before dying
welp.... if you knew when to use them youd know why they are good. The
homing missle is weak thats true but its true purpose is to stop charges
and combo attacks such as Roys B and Roys >B. the homing missle can also
be used while your opponet is flying off the stage. it can cancel a jump
and set up for another smash missle to be sent. speaking of smash
missle, the super missle (as it is called in super metroid), is best
used abit closer but not that close as to get hit by an attack. This
fools the player into thinking its an >A smash and they back away only
to be hit by it. the super missle is at its best when the opponet is in
the air as well. if you can hit them with a super missle in air, theres
an 80% chance they arent making it back. The homing missle does 4% and
the super missle does 15-17%.
-I don't think that roy has long range charges and combos =/
-It allows Roy to use another recovery move
-Easy to see coming, hence easy to avoid/cancel/shield/dodge
Roys dancing blade:
This attack is also pretty good if you know how to use it. the part i
always find tricky though is hitting them with the last hit. i can
always get 3 and that gets me around 12%... anyway, you of course can
only use this on ground. it does a fair amount of damage but normally
when you aim up or forward on the third slash, it sends them too far
away to start comboing away. due to samus's long jumps in the air, she
can eaisly evade the slashes. its a nice attack and the color changes
are good its just lacking the options samus has.
-Nope, It can be used in the Air just as effectively. It is almost more
usefull in the Air. Super-fast disruption, combo killing, stunning, it
can even lift people off the ground into the combo.
-Lets Roy hover in the Air, this makes it harder to time Missiles, it
also lets him get much more recovery distance.
Pros for Samus's >B:
longer range
a nice amount of dammage
is THE perfect edge guarder
-It only allows Roy to gain more distance on recovery if used for
edgeguarding.
-Less than Roy for damage =(
-Long range = Easy to see coming
Cons:
it has a big recovery time afterwards so you are hopin they get caught
in it.
it dosent send them that far unless you hit them with all 4 attacks.
cant use anywhere except ground.
-Yeah, such long recovery that it can only be used 3 times in the Air
before Ory gets back down from his jump -_-;;
-The third attack can easily KO, and by that time the damage is already
more than Samus's move..
-In the Air is even more effective, as I already explained
Roy's Fire Blade:
Yesh this attack is tight if you could pull it off aginst a human
player. it has the one hit KOness and kwel effects. only prob is if you
are gonna play witha a long ranged character like samus (or any human)
you are only hurting yourself... speaking of hurting yourself, if roy
releases this attack at or around full blast, he takes 10% dammage. not
that good for an attack that most likely wont make contact.
-lol, you can release it before it hits Roy you know. Roy can travel
while charging too, he can fly through the Air and charge, then release
as he arrives, basically making it a transportable move, and giving it
range.
Pros for samus B:
Good damage for a standard B attack
Can be shot at anytime
can go across just about any stage without dissapearing
medium KO power
-Slow
-easy to see it coming
-Has to be charged to the max to be usefull
Cons:
Short range
long chargeup
he hurts himself if charged all da way
-Can also be released at anytime, but his releases much faster,
furthering it usefulness in a realy fight.
-Can be used in the Air, momentum makes it mobile
-Releasable near the end without major Power\damage loss.
Samus- Her forward-b move is just a missle. I doesnt have any type of
combo with it. It leaves Samus open for attack from behind so she can
get hit. It sometimes doesnt even hit the opponent that shes aiming at
just making it a waste of time. The missle can be deflected easily
because it is so slow, just a tap on the A button makes it explode
causing no damage to the opposing player. Her missle also has a delay
time before it shoots.
Samus' forward-b is TWO missles. one is a homing missle the other is a
powerful smash attack. this smash attack is ranged, farther than roys
smash attack could ever range, and can be fired in the air unlike other
smashes. this has great comboing potential, in that four or five super
misles coming at you is impossible to avoid at once, even by jumping (a
good samus player wouldnt fire that many in a situation where u could
just jump outta it). by throwing you in the air, you would be only able
to jump around them, and you only have three jumps (counting the dodge)
that arent even that good anyway. super missles make great kos.
the homing missle is good for disrupting attacks. often the super missle
is hard to pull off accurately in midair, this is where the homing
missle comes in. if someone is coming back to the edge, be they abve or
below, you can fire a missle to home in on their sorry arses to rack up
damage and waste their jump (if its their normal jump then they just
wasted it on a homing missle). while htis missle does a small amount of
damage it can easily put you opponent on his/her toes.
-Range comes with projectiles, but so does Less damage, power, speed,
ect.
-a simple Sheild or air dodge nullifys slow moving homing missles.
-Roys Up and B, that super fast Fire dragon move can easily be used just
before the missle hits, and it can then be used again, only furthering
our recovery. Talk about a backfire
On the contrary, Roy's forward smash can do up to 27% damage, and
samus's can only go up to 20%, which is a huge difference. And how can
samus's smash be "aimed"? it has extreamly bad arc, and its power is
only minimal compared to roy. Roy swings down at a 45 degree angle, and
has incredible range compared to samus's poor smash. Samus's smash cant
even be used for edge guarding, since it barley covers any distance. And
how would you be able to roll around a smash attack from roy? Roy's
smash goes down in about .3 seconds, and the reaction time for a human
being isnt even that much. so you would have to be pretty amazing to
roll out of the way of something like that. plus, Samus's roll is
extreamly slow, so even if Samus did somehow managed to evade Roy's
smash, Roy could easily turn around and prepare another one as Samus
recovers from the slow roll. Samus's forward smash is insanely
inaccurate, not to mention weak, and short ranged, making it obsolete
compared to Roy.
Samus' smash can be aimed up, down, or forward depending on how you tilt
the joystick. this was an attribute that, sadly, didnt carry over for
most characters from the original. it allows you to hit an opponent low
for easier defending, high if they have decent damage on them, and just
straight forward. Roys smash only hits high, being hit high allows you
to recover more easily. and, you dont necessarily have to roll, you can
dodge it too. Scenario: roy does a >smash, samus dodges, roy readies
another smash while at the same time samus unloads a fully charged beam
on him. the beam hits roy right before or at the same time he hits
samus, sending him flying and leaving samus unharmed. if he hits the
beam it cancels it out and leaves him stunned for a second. a second is
a long time, and plenty of time to begin a combo or just to toss roy
away and keep him away with projectiles. samus' smash seems accurate,
but thats because its short ranged. its main use is just to knock
enemies away from her.
-Yeah, all that scenario is BS. Unless samus uses her roll before or at
the same time as Roy's smash, she will be hit. Can you send me that book
quick, yeah that one entitled "psychic powers for beginners" -_-;
-Roy dominates the Power, arc, range, priority, edge-guarding, and
combo-ability, Samus takes the "Hit guys who are right next to you a
slight distance away" trophy.
Samus's Up Smash does crap damage, and barley hits that far at all.
Roy's packs a punch, does a bunch of damage, and is excellent for
starting a juggling combos. How could she counter this attack with a
bomb, if the attack sends samus so far into the air that the bomb will
eather dissappear before it hits Roy, or Roy will obviously move out of
the way, or even better, Roy will just meet Samus in mid air with an A
or Up+A or Up+B to continue a juggling combo. You can't always count on
samus's Up+A on hitting Roy with every flame, and with its poor power,
Roy can easily recover and follow up with a Down+B if the samus decides
to continue attacking, or maybe with a double-edged dance.
like i said, with a bomb. if i see roy using this move then i can use a
bomb while close to him and then move off to the side, out of harms way.
this will obviously disrupt the attack. also, it is very very slow, as i
also said. this move can only be pulled off while samus is high above
roy, so she cant use her meteor to disrupt it. if you tried to use this
move while samus almost on top of you, she could meteor you right into
the sky with no problem. and, roy has a long cooldown time for this
move, and samus can just hit him while he recovers, making "movng out of
the way" very difficult.
-If you have to "see" one of roy's moves to react, you probly got hit by
the time you got to the word "see"
-Does anyone know which attack we are talking about here?
-We don't use Counter unless the attack is started, or we expect an
attack, as in a Combo/Juggle.
Fortunatly, Roy's Down Smash has even better radius, not to mention
better it can do up to 28% Damage!!!! Samus's can only do up to 21%, AND
the backward hit is weaker than the forwards hit, making the attack even
weaker. That is a huge damage difference, making Roy's attack much more
rounded out and better. Roy's also packs more of a punch, as it can Star
KO someone easily. And unless you didn't notice, Samus's Down Smash also
has a pause between the forward/backward hit.
like i said, samus' smash is faster. she can get off 1.5 of her smashes
for his one. the pause in samus' smash is very short, while roys is a
long one and leaves him open even to samus' forward smash. he swings,
pauses, swings again. samus spins around with her foot. the only pause
is while her foot is facing away or torward the camera, and that one is
short. roys cant clear crowds well because his is too slow. samus sends
her opponent behind her, which is a good thing because her back+a in the
air is extremely powerful, and faster than anything roy can pull off
while he flies from her smash.
-Speed = Samus, Everything else is owned by Roy
-The trajectory is no competition. Behind samus and you are limited to 1
move, With Roy, being straight above him, he can uses a plethora of good
solid Aerial moves.
Samus- Her forward-b move is just a missle. I doesnt have any type of
combo with it. It leaves Samus open for attack from behind so she can
get hit. It sometimes doesnt even hit the opponent that shes aiming at
just making it a waste of time. The missle can be deflected easily
because it is so slow, just a tap on the A button makes it explode
causing no damage to the opposing player. Her missle also has a delay
time before it shoots.
Kids these days. They can't stick with the truth. Let us analyze this
shall we? Okay first of all the missile has many types of combos. Have
you ever seen somebody getting held up in the air with missiles? The
missiles don't leave Samus open for attack. This is a one on one battle,
you won't have the time to run forward, and dodge the missile. The
missiles have short startup time, and the usefulness of a long distance
powerful attack is something that Roy will never achieve. You can never
assume that Samus's moves are a waste of time. Ask previous clans,
they'll tell you. If the missile misses you, either by you dodging or
side stepping, I'll already have a second missile coming your way. You
think the missiles are slow? Let's see Roy countdown attack...that takes
beyond too long to catch someone off gaurd. Samus's missiles have good
speed, great range, and excellent power. Roy's Forward B attack is
hardly useful in one on one matches. Trust me, I know two people who use
him, and never win against me. Roy's attack does about 15% damage if
you're lucky, and it takes about 3 hits to do so. Samus's attack, on the
other hand, has distance, homing capabilities, powerful attack power,
unrivaled edge guarding capabilities, and deadly comboing abilities, all
in exchange for 3% damage. All in all, Samus's move is better. ROy's
attack may look good, but it's all flashy colors, and no noticeable
potential against a player in the SSS.
-The speed of the missles, both in the air and the start up/recovery
time, prevent any such Trap of death, or line of missles. The speed of
them is simply to much to form a string of these and be effective.
-LOL, I like how you think that This move is better because you beat
your friends with Samus.
-First of all, I already told the truth about this move. Lets go over it
again, shall we? =P
a. It is by far faster than the missle, it can be used 3 times in the
Air before Roys hits the ground again, samus gets 1 off =(
b. More damage, more power
c. Can be used for disruption, lift, quick attacks, damage, KO's,
comboing, recovery, ect.
-Are we all fully aware now that Dancing Blade > Missile?
the grab and running throw:
samus:
Samus has the longest ranged grab in the game even without the 3×
capibility. i have no problem executing this feat and can do it in about
2 trys. after that, you can throw you grab pretty far and to retrive
your prize catch, just press the A button. if he dosent like the bait,
home in on him with L. this is much better then Roy's simple grab and
throw which i shall add, dosent send them that far. all of her throws do
7% by the way...
-Super slow, so slow in fact that Roy can grab samus 3 times before her
grab gets to him.
-All of her grabs save one completely nullify any chance of a combo by
throwing them on the ground. Then she has to Recover herself and go over
there. By then, there is no chance to Combo.
-------------------------------------------
Samus's running throw also is the longest ranged running grab/throw in
the game. its great to use when you are back from the person abit and
they are recovering from a move (i.e. Roys flare blade) it does 7% and
is probally the best running throw in the game.
-Range Range Range Range Range Range Range Range Range Range Range Range
Range Range Range Range Range Range Range Range Range Range Range Range
Range Range Range Range Range Range Range Range Range Range Range.
-Roy runs Immensely faster than Samus,
-She has to hunch over, wind up, and throw that thing, Roy simply
extends his arm and he has got them.
roy:
Roy's grab is a pretty good throw but its just like most other
characters grabs and is a bit weaker when he throws than most throws in
distance. id say roys best throw would be the ^ throw for juggling and
such (samus has a trump card for that ^_^)but otherwise its just a
normal grab.
-His Down Grab is the perfect combo setter. He tosses them in the Air a
slight distance, stunned. This is the perfect set up for a Smash,
Running A, B, just about anything.
Roys running grab/throw is also pretty normal. samus really takes the
cake in the multi function grappling beam. roys running throw has a
averadge recovery time allowing samus to try to get a quick running A in
there...
-Faster in every way, samus's throw is so slow, that a person can see it
coming and roll back out of the way. You will be done rolling with just
enough time to walk up and Smack Samus as she recovers from the huge
slow grappling beam of Gargantuas.
Pros for Samus's Grab:
longest range
with 3× ability on, you can home in
good damage
-Immensely slow, almost impossible to hit with unless the opponent isn't
ready for it.
Cons:
recovery time is a bit more than usual
its range is microscopic compared to samus grappling beam
-What? His grab is slow? I don't get it, you have the slowest grab in
the game >_>
-His quick speed allows him to actually use his in a fight, as a roll
would take too long to dodge it, and shielding is ineffective.
Pros for Samus running grab
best range for running grab
throw does ok amount dammage
is great to break up combo attempts
-Extremely slow running.
-How does Samus Run at roy as he is already doing a Combo? The combo
would most likey be over by then, if a person had a low enough IQ to
combo mid-air =/
Cons:
the range once again isnt great compared to samus's which gives him a
greater chance of missing leaving him open.
-Samus's massive range = Disadvantage
a. Its so damn slow, it is nearly ineffective
b. The slow recovery time allows Roy to run circles around Samus
c. Samus is defenseless if she misses
d. A simple roll will negate this Gigantic grab.
eather way, the attack still does poor damage, and when i was messing
around with it, it seemed like it was dealing the same amount of
knockback power if you hit high, low, or straight. Roy doesn't need to
aim his attack, is it swings at an arc and hits all in front of him. In
your scenario how did Samus get the fully charged beam? Any idiot
wouldn't let Samus stand somewhere and charge, and with Roy's high
running speed, he could easily catch Samus if she tried to Run and
charge somewhere. And if you do happen to charge the beam all the way
and unleash it at the same time Roy smashes, the attack will cancel out,
as you mentioned, but roy wont be the only one stunned for a moment.
Samus has just as long of a cool-down time as the time to cancel out an
attack is, so we would be even. Another thing is when you're aiming
samus's smash, you have to aim it before you can charge it. So it's
still an inaccurate attack because it only hits in one spot, and is hard
to be trajected into the right location of an enemy at the last moment.
For Roy, he only needs to smash forward, and it slices anything infront
of him diagonally and infront of him directly, AND a short ways away
from him.
if youve ever played the original all samus did as a cp was just roll
around and charge. samus can build up this way, by saving the charge.
and, samus can charge while roy is dying, recovering, and if he messes
up (messing up on any move is a great time to charge for samus) like say
for example he gets a >B combo started but misses on the first hit. lets
say the human playing him, by reflex, hits b again, this gives samus a
chance to charge while he follies in his combo.
an ur right, my bad, samus does indeed recover as long as a cancel
recoil, but she can still roll away faster than he can get another
attack off afterwards
-So you are going to charge while Roy's Forward B move Recovers eh?
a. His Forward B move has almost no recovery time.
b. This move is so fast that by the time samus rolls away and starts
charging, Roy is there and waiting.
c. If you don't believe "b," try it yourself.
aiight lets do the ^A smash
Samus's flamethrower vs. Roy's firey blade thing
Samus:
Samus's flamethrower is the perfect juggling attack. as enemys are
falling down, samus unleashes a firey arc that goes above her head doing
up to 30%. since roys blade just goes up and not all around like samus's
does. both are a very quick attack, give off about same dammage, but
samus's has a quicker recovery time cus she just puts her flame off,
while roy still holds his blade up a bit afterwards.... also samus's
covers a bit more space compared to roys.
a. Nope, Roy has better hit area
Roy:
....***
..***
...*()*
..*<|>*
-----/\----
Samus:
...****
..*.()*
..-<|>
-----/\----
-No way in hell Samus's move ever pulls off the full damage. The
opponent has to be right in front of Samus, and not moving, and standing
upright.
-Roys move can hit in back of Him, and it last longer in all the hit
areas.
Pros for samus:
good range
great combo abilities
nice dammageness
-it can potentially do more damage, but in extreme circumstances.
-Can't combo as well as Roy, due to the trajectory as it hits near the
end. It doesn't have good power and it hits behind her, making the
opponent recover at the same speed as you, and they also end up right
behind you, no room for combos.
Cons:
slower recovery time than samus's
covers less than samus's does
-It recovers slower, but it also lasts longer, making it easy to be hit,
even if you air guard to disrupt timing.
-"covers less area" ß----Blatant Lie
lets do edge gaurding defense
Samus:
well besides the fact samus falls slow allowing her to hover over Roy,
and the apparent grab on ledge and roll, she has her friend, THE
GRAPPLING BEAM!!!!1! this can hang on to ledges with ease and pull
herself to the ledge and/or get into the air, overall, a varity of
options.
-The slow speed allows for a longer charge from Flare Blade, which also
hits above Roy.
Roy:
The only real thing roy can do is grab on the ledge. unless hes way up,
he falls too fast to hover over samus's range. without the grappling
beam or hook shot and whatnot, roy falls short on the defense area
-His up and B move hits samus behind him, turning the tables on the
edgeguarding.
-Not to mention his insanely fast Air moves and Forward B, allowing him
to recovery easily.
-Aimable Up and B allows for dodging Moves.
stage strat:
Stage: Fourside
Samus definitely wins this one. In a one on on, roy would have to jump
all the way across the course and samus would have plenty of time to
charge her beam. the small holes make easier recovery for roy, who has
sheer vertical recovery power in his ^B, but even better for samus, who
can jump from wall to wall, making it all but impossible to ko her down
there, esp. since roy has no meteor attack. Not to mention her wall jump
can allow her to dodge attacks quite easily by jumping off the center
building. The ufo is slippery, and a battle on it would not be easy for
roy, who would be a sitting duck for samus' missles. There are plenty of
areas samus can just hide to charge up her beam while roy chases her
down, and with her superior jumping she can easily outmaneuvar him.
-the staggered platforms jack the range of Samus's projectiles, making
it easier for Roy to jump around and attack without being in the hit
area of Samus.
-Flare blade thrives on Momentum...the UFO only adds range to the most
powerful move in the game.
-lol, out-maneuver Roy in the AIR? With Samus!!!!?!?! You have got to be
kidding me, please tell me you are kidding. Roy jumps way faster, runs
way faster, falls way faster, attacks way faster, I don't see any out-
maneuvering there.
lets roll baby!
samus:
sure samus's roll may be slower than roy, but its very compact and its
GOOD that it goes slow. it can go under a dancing blade and have time to
shield. it also goes very far.
-Heh, I know I sure would like to have a super-predictable and slow
moving roll -_-;;
roy:
roy's may be faster, but it dosent go that far back. therefor roy
couldnt continueously evade a barradge of smash missles and charge
shots. while samus's can get under and away enought to not get hit by
roys attacks.
-Roy gets nearly the same distance in much less time.
-Both characters are invincible during this time, so size doesn't
matter.
Stage strat:
Stage: Brinstar Depths
One thing to say before i get started: this course was made for samus.
It was made to accomodate her style of close-range fighting and aerial
maneuvaring by giving her many many chances to use the wall jump. The
rotating of the course is hazardous for roy who doesnt have as good
aerial maneuvaring as samus. samus can easily just jump from platform to
platform while roy would have to land on each platform or use dodges
constantly. the many obstacles jutting from the surface allow samus to
use her long legs and make use of her ^a which doesnt get much use
against roy. It may seem, though, that her projectiles dont get as much
use. But on the contrary, her missles and charge shot are at their
fullest potential as edgeguarders. Being that there are no ledges to
grab onto, samus can easily knok you away and keep you away with the
missles and beam. which brings me to my next point, samus can use her
grapple beam as a recovery, better than any other course in the game.
The only other characters who can do this are link and y. link, and they
arent in this argument. but the grapple beam/hookshot compensates for
the lack of a ledge by allowing samus to literally grab onto the edge of
the course and pull herself in, unlike roy who, once out, has little
chance of recovery.
-LOL, how does samus's slow jumping and falling compute to Good Air
maneuverability?
-The many obstacles are in roy's favor by shielding him from projectiles
and letting his fast, ranged, physical attacks hit easily.
-Roy, at this stage, is at a huge advantage. His general quickness
allows him to jump over obstacles and attack much faster than Samus.
-Roy can use his speedy recovery to get back before the slow
moving/jumping samus can get to where he is going to land.
Stage strat:
Stage: poke floats
Again, the lack of ledges to grab onto puts samus at an advantage,
recovery wise. Also, samus' long roll comes in hand here as she can
easily evade many of roys attacks as he moves into position. The
pokemon's movement makes it an obstacle course for roys limited jumping,
while samus moves through this course at ease. Another one where samus
excels.
-Nope, samus's slow jumping puts her at a disadvantage when It comes
time to scamper to the float. Also, Roy's
-Roys quick jumping and recovery time allows him to always get to the
next float, while samus's general slow attacks put her in jeopardy.
edge gaurding offense
Samus:
Samus has a varity on things to use in air. she has projectiles such as
the missles and the charge shot covers alot and can basicly kill if you
are in the air. the smash missle if you can time it, can take away a
jump. she can also use her >A smash or down A smash to get him eaisly.
-Down A hits upward, letting Roy recover.
-Forward A has too short of a range, Roy could easily let back and grab
the edge.
-All Samus's projectiles allow Roy another Recover move, furthering his
recovery. The Chrage shot also takes too long to charge as roy is in the
Air, and the "release anytime" thing is hard to time because of its slow
start up time.
Roy:
roy has a couple of attacks up his sleeve too just nat as many or as
useful as samus's. he has the >A smash, the down A smash, and the B.
these attacks are good but cant stop him in midair.
-?
-Flare blade is The best edge guarder in the game, ill explain in short
here, and in pepth later.
a. He can Instantly release it at anytime
b. Samus's slowness in the Air only allows a more powerfull charge when
samus gets back.
c. Very powerfull, almost guarantees a kill if it hits.
d. It covers all the area in front of, and above roy, and hits forward
always.
The further your dumb roll goes, the more time the opponent has for
setting up an attack.
yea my dumb roll does go far, no the opponet wont have time to set up an
attack unless its a running A due to how far away ill be.
Is there something wrong with hitting Samus with a Running A everytime
she rolls?
juggling defense...
Samus:
welp, its hard for most characters to defend a juggle, but then there's
samus. she has the bombs thatll stop and stun as long as roy isnt
releasing an attack (thats why you use the bombs high up) even if he is
it forces him to take another attack to charge which is a waste of time.
she can also (if she times it right) use a down A spike.
-Bombs, when released, start falling above Samus, not exactly a shield
of defense =(
-Her spike is feasible, but hard to time and last much less time that
say, Roys Up and A smash.
Roy:
Roy lacks one thing in this game: projectiles. roy has basicly no
defense while juggling and he can ethier jump away or try a down a
areail. not too much for roy to do here...
-How do Projectiles Prevent Juggling?
-His Dancing blade is very fast, lifts him up, catches the enemy,
disrupts timing.
-His speed in the Air is a huge advantage. His fast Jump, Up B, and
Dancing blade can prevent most juggles.
Buckwheatz Return:
Counter regarding B
"B move: Samus's Charge cannon vs. Roys Fire Blade
Samus's charge cannon:
ahh yes the signature charge shot... this baby can be charged and
released at any time. it cant do as much as roys B and doesnt have the
one hit KO power ethier, but who the hells gonna go underneath Roys
blade and say hmmm i feel like taking a hit today..."
First of all, who would use this move out in the open? This move is best
used for edgeguarding, and timing and patience is a big key on Roy's
part. It can be charged in the air, and continued even when Roy hits the
ground, unlike Samus, who can do neither with her Charge Shot.
"anyway, samus's cannon does anywhere from 3%-27% and can go great
distances without goin out."
But, it can be avoided by a shield, roll, or even countered with Roy's
Down+B.
"Its best used in the air or close range. overall a great attack from
far or close up..."
In the air it cannot be charged though. Samus doesn't have the options
that Roy has with his Flare Blade, making Charge Shot quite predictable.
Not to mention it travels in a straight, easy to dodge path across the
screen. We want you to use it up close. This way you are in range for
Roy's counter strike with the Down+B, when we both deflect your shot
away, and do 1.5x the damage of the shot back at you after the shot is
fired and while you are stunned.
"Roy's Fire Blade:
Yesh this attack is tight if you could pull it off aginst a human
player. it has the one hit KOness and kwel effects. only prob is if you
are gonna play witha a long ranged character like samus (or any human)
you are only hurting yourself..."
Whats so wrong with playing against long range characters? We can
counter as well as dodge projectiles. It's not hard especially with
projectiles as slow moving and predictable as Samus' Forward+B and B. We
can release Flare Blade when we want, reset ourselves, and continue to
charge when edgeguarding.
"speaking of hurting yourself, if roy releases this attack at or around
full blast, he takes 10% dammage. not that good for an attack that most
likely wont make contact."
It's gonna do 10% to Roy when it's FULLY charged up. This is also gonna
do 50% to the opponent, as well as hit them with a mega powerful blow
that can KO opponents from the center of normal size stages. Samus' is
less power and less damage, as well as a slow and predictable
projectile, so that can't really compare. It isn't always necessary to
charge this attack up fully either. Roy has the option to charge Flare
Blade and release at any point both on the ground and in midair. This is
something Samus's Charge Shot can't do. As I have said before too, it is
more likely to KO someone at full force with this move while
edgeguarding, because the option is there always to release and reset
your position according to your opponents edgeguarding defense moves.
Con't Counter regarding B
"Pros for samus B:
Good damage for a standard B attack
Can be shot at anytime
can go across just about any stage without dissapearing
medium KO power"
28% is standard. Roy's is above standard then because of it's
possibilities to do 50% and KO an opponent. Roy's Flare blade can he
thrown out anytime as well as charged at any time, but Samus is
restricted to ground charging only. She cannot charge her shot once she
is in midair, she can only release it. It can be dodged, countered, or
shielded against too. As I said the first paragraph, if this is at
Medium KO power, Roy's is VERY close to max KO power.
"Cons:
well it takes abit to charge..."
Charge shot can't be charged in the air either, like Roy's Flare blade.
"Pros for roys B:
one hit KO dammage and a good close range attack"
No, it's not a good close range attack. It is a well ranged non-
projectile attack. It's range is by far BETTER than many of Samus' non-
projectile attacks.
"Cons:
Short range
long chargeup
he hurts himself if charged all da way"
Puh, I commented on the "short" range. What are you comparing this to?
Samus' projectile attacks? That isn't fair, because this Flare Blade of
Roy's is a non-projectile attack. Being a well ranged non-projectile
attack, this move can beat out many of Samus' non-projectile attacks.
The lo0Ong chargeup? How about Samus? Her's takes a while too, and she
is limited to charge this one on the ground. Roy can charge Flare Blade
in the air, as well as continue his charge when he hits the ground. When
charged up all the way, yes, Roy does 10% damage on himself. But look at
what he is producing! A powerful long ranged non-projectile attack that
does 50% damage on an opponent as well as possessing the ability to KO
opponents with this attack alone!!! By all means, I consider the KO
worth the trade for a measly 10% scratch to Roy.
Silverhomer17:
oh, i have something for the up b/third jump!
i will use mario in my example.
say you come back from being thrown or hit off the edge, and you are
right below the platform, and still have your up b. here is a model
X= mario
Y= Roy/Samus
___= surface
___X___
\........../
\......../ Y
okay, mario is trying to hit you with a fireball while you come up. Roy
has a VERY fast third jump the is very hard to hit with a fireball of
mario's. (great timing would be needed) while samus on the other hand is
very slow and can be predicted from a mile away. I think that Roy will
deal more damage with his up b than samus
Psgamer02:
~~~A moves~~~
His Aerial move-set leaves something to be desired in the power
department, but they generally have the speed for disruption, the power
to kill and the range for usefulness.
His Smash "A" move set is awesome. Tons of Priority, Range and power,
not to mention the above par speed and you get Roy's Smash Set, one of
the best in the game.
Roy's standing "A" non-smashes are his strongest point. The superb speed
and range make them some of the most disruptive and best combo starting
moves there are. The enemy attacks with a Smash or B move, you use
regular "A" that's a fairly basic scenario, so lets elaborate. Roy's
slash does 2 things, it goes faster than most moves, and it has a better
range than most moves. It will hit you, and your move is worthless if it
is cancelled, so roy has the upper hand on a stunned and un-attacking
opponent. Simply follow up with a Smash forward, and they have just
taken 25 % and possibly been killed. Regular "A" moves are critical to
Roy's success on the ground.
Running speed is great, so that only adds to the usefulness his running
"A" move. This area is fairly specific, so I will explain it all in a
separate post..
~~~~Air A~~~~
Roy
Check out this sweet diagram to help explain the use of this move....
..........\...()..<A
............\<|>
.............-/\--------
................
....()..<B
...<|>
-----/\-
"Person" A is Roy, "Person" B is the opponent....that is, if you couldn't
already tell.
This move is most effective at any stage with platforms, (25 of 29
stages do have platforms)...you simply jump from any area where the
heights of your character and the opponent are different. This height
difference gives ample time to get the sword swinging.
Shields don't fully cover a character unless the shield has been raised
during the exact instant of the attack, and the erratic swinging action
of this move prevents accurate timing for the opponent to raise a
shield. It will be quite easy to hit the enemy in the area where the
shield doesn't protect, either near the bottom or near the top of the
character.
-It can do either 4, 8 or 12 damage. The first slash does 4, the second
is 8, and if you are falling with them, It can do the 12%. This is
obviously very good for an aerial "A" move.
-It has spectacular range because Roy fully extends his arm and Sword to
get a bounty of distance.
-It has good start up time, and the recovery is the same amount of time
as a jump, which is very little. His legs can still land on the ground
while he swings the sword with his arms; this lets him recover much
faster than normal character would.
-Samus does a base 10%, which is more than Roy
-Samus's move is much slower on the recovery and start up beacuse she
has to use her legs to land on, which means she has to extend her foot,
then to land on it she has to pull it in, Roy has no such problem.
-It doesnt last nearly as long as Roy, and due to her slow speed in the
Air, it is very predicatable to see coming. (air Guard)
Buckwheatz Return:
Up+A
Roy
Roy will swing his sword in an arc, doing 9% to any opponents in its
path. This move has power, as it can pop up an opponent into the air
either for starting a juggling combo, or maintaining a juggle. Whether
it be from the ground, or from midair, if an opponent is hit, they will
be sent back into the air. Wherever in the arc that Roy hits his
opponent with this move, they will be sent flying into the air. Roy's
arc covers a very wide range above his head, as well as covering around
his entire body, as he hits opponents on either side next to him. The
wide and ranged arc makes Roy's Up+A very useful in juggling opponents,
as it has a large hit area. Now for an image:
......................................................
................^.^...................................
................|..|...................................
................|..|...................................
................xx...................................
..............xxxx..................................
..............xxxx..................................
..............x.R.x.................................
============================
.......................................................
.......................................................
R = Roy
x = Areas the Up+A will hit an opponent.
As you can see from this image, Roy has quite a wide hitting arc with
this move. From the ground, Roy can hit an opponent on either side of
him. There are arrows showing that the opponent who is hit by this will
be sent up into the air. Roy can set up excellent juggles from there.
Up+A (Con't ^_^;;)
Samus
Samus does a heel drop doing 13%. Although doing a BIT more damage than
Roy's Up+A, it has little use and little power. It does an arc, but it's
not like Roy's where you can predict exactly what direction your
opponent is heading. It hits at odd angles, so it won't be able to set
up opponents for juggles. Because of it's many directions it will send
the opponent, it's hard and confusing to predict where your opponent
will go Hence that is another reason why this move can't juggle. It can
in one place, pop the opponent up for a juggle, but the place is a very
limited one, being below Samus' legs. Even this place though, is hard to
hit at, and most likely you will hit the opponent at the frontwards
angle, doing some damage to them, but sending them nowhere. Lets go to
the image:
.......................................................
......................^................................
......................|................................
......................|................................
..................x.....---------->..................
..................xx...---------->..................
.................Sxx................................
===========x================
.......................................................
.......................................................
S = Samus
x = Areas the Up+A will hit an opponent.
Samus' Up+A as you can see is quite complex. If an opponent is in the
air when she first starts off the heel drop, or if they are in mid air
next to her, they will be sent a small distance away. If they are at
even level with Samus, the heel drop will send them NOWHERE! Yes,
nowhere. The opponent will simply stay in place. The reason being this
move lacks power. The ONLY way Samus could ever get an opponent into the
air with this move is if they are below Samus. The only real time this
can happen is if an opponent is stunned lying flat on the ground. But
how often will that happen, that a Roy player would just watch a Samus
player kick them up into the air? Hardly ever. There is a nifty ground
counter move, as well as ground roll out of that stunned position that
is available to Roy for escape. Because of all this, it ain't too hot of
a juggler. Not near as good a juggler Roy's Up+A is at least.
Let me clarify a bit for you there, Nate.
Up-B Blazer
Roy
Roy does a flaming sword uppercut! This move is very useful in combos.
It hits your enemy with a continuous flame attack. It is also one of
Roy's comeback move (the Forward+A helps too!). The closer you are to
your target, the more damage dealt. This move can also be aimed! Hit B
and diagonally up and forward, and he trades some vertical height for
some horizontal distance! It is possible to use this move for juggling
too. One special function of this move is its ability to KO. When you
Up+B near an opponent, it is possible just after it is executed to aim
Roy in the opposite direction. This will not only steer Roy away from a
cliff if he happens to be near an edge with the opponent, but it knocks
the opponent sky high! Some light opponents can be KOed at low percents.
It is possible to kill an opponent at 0% with this technique. Thanks to
Acidfreeze for a lot of these ideas.
<art skillz>
.......................................................................
...
......................
X...................................................
......................
X...................................................
.........X.............X...............................................
...
.........X.............X...............................................
...
.......R1............R2................................................
...
X = Opponent(heights opponents will travel vary according to method of
Up+B aiming).
R1 = Roy hitting opponent with a normal Up+B, Roy will head just a bit
forward in the air.
R2 = Roy hits the opponent aiming the Up+B in the direction away from
his opponent just after it's executed, this will cause Roy also to jump
backwards away from his opponent, and possibly, away from an edge too.
The height in which the opponent will be send is greatly increased while
doing this trick, and this KOs most lighter enemies at damages as low as
0‰!!!!!!!!!!! @m@zing1111!
</art skillz>
*activates work of art skillz again*
Legend: R = Roy, ^ = direction in which Roy travels when he uses his
Up+B. Diagram 1 is when Roy does his normal Up+B, non directed. Diagaram
2 is what happens to the uppercut when you press diagonal up while using
the Up+B to direct it.
D1.......|.......D2...
**********************
...^......|...........^...
..^.......|.......^....
R.........|...R.........
D1 is normal. Good vertical distance will be covered. D2 is a bit
different. You will get more horizontal distance than normal... suggested
that this is done when you are returning to a ledge, that little bit can
help!
*end art skillz*
Silverhomer17:
you want an image? I will show you why samus's wonderful screw attack
ownz.
#1-Range
the dollar sign shows the path that each could take
....$......
$$$.$.$$$$.
...$$$.....
....s......
...........
...........
...$$$.....
....$......
....r......
...........
actually, samus cannot jump that high with her up B attack, Roy can jump
higher, so there is the first thing. second, samus cannot jump
horrizontally except when she stops spinning. so, her jump would look
like this:
...........
...$$$.....
....$......
....s......
...........
which would be exactly the same as Roy's jump. if you are counting the
fall of the jump, it will remain equal.
Buckwheatz Revenge:
Forward+B Double Edge Dance
Roy
Roy (shows pretty rainbow colors O_o;;; as he) executes a 4 hit combo.
The key to this is that you time your B button taps just right so he
executes each of his 4 hits on the enemy(I usually wait until the full
swing of the past blade sweep is completed). If you hit an enemy with
the 4th swing, they will burn up. The swings can even be aimed. This
gives it the following uses:
1. can be started in the air and continued when Roy hits the ground,
gaining him horizontal distance to get back to an edge, making it an
EXCELLENT edgeguarding defense tool! ^_^
2. can be used as well to edgeguard because it has excellent range and
the duration of the combo (should you choose to use all 4 swipes).
3. is an excellent comboer, the moves come out one after the other,
getting your opponent caught in it. When used on an opponent at low
damage, this is damage % racking. When used on an opponent at high
damage, can KO an opponent.
4. because you can aim the swipes, this can be used in a variety of ways
to KO. You can aim up to juggle an opponent, or down to spike them, or
keep it simple and just go straight forward in a combo with it. Many
options are available. It is VERY hard for an opponent to predict which
way you will swipe because Roy also has good speed while using this.
Before the opponent can react, they are caught in the combo! ^_^
************************************************
*activates work of art skillz*
Legend: #'s = column number and step of the swipe, R = Roy, X =
direction of sword swipe; can hit either up, down, or forward.
Columns:
...1....2....3....4 - Number of B button tap.
-------------------------------------------
.........X....X....X - Direction UP
R..X....X....X....X - Direction FORWARD (or unaimed, default if you just tap B
alone)
...............X....X - Direction DOWN
This shows the variety Roy has when using his B moves alone. If the
fourth hit is directed down,, he goes into a short infinite-hit-like
combo. This is not all though. After you use the first B, you can also
use the A button, or any other A move such as smash, etc. Allowing a
greater chance for combos!
*ends art skillz*
More on Roy's Forward+B
The first hit is always the same. It can't be pointed up or down,
because otherwise you'd use B Up or B Down. o_o After the first hit
though, you can work wonders. Many thanks to Aerodude for supplying this
table.
2nd hit(upward)- knocks opponent into the air, ready to be comboed.
2nd hit(forward)- a continuation of the straight forward combo. It
stuns, and inflicts 5%.
3rd hit(upward)- a spike. A very useful tool when edgeguarding.
3rd hit(forward)- a forceful move that can clear.
3rd hit(downward)- sets on fire, and builds up damage. It can get up to
15% damage at one time. Is a sweeping move, so it can hit the smallest
characters, even Pichu.
4th hit(upward)- a strengthened and widely ranged move, it send the
opponent less vertically than horizontally, so it's a good KO move and
excellent finisher to the combo.
4th hit(forward)- a good KO move. It's similar to his Forward Smash.
4th hit(downward)- an infinite combo. It hits 5 times altogether, but
Roy, unlike Marth, throws in some fire, to inflict an extra 4% with each
hit. So, it can get up to 25%, even without any of the other hits. !O_O!
That's all I have to say there. It can also be used to get back to the
edge. Keep using the first hit and hold down the direction of the ledge
you are returning to. This makes it a good edgeguarding defense move!
^_^
One last bit:
Down+B Counter
Roy
Roy stands still and absorbs the attack of his opponent with his sword.
The opponent is temporarily stunned along with Roy as he blocks and
absorbs the attack, and dishes back an attack to the opponent for 1.5x
the damage! This move is very useful in that you can counter many close
range moves with this, and Roy can counter moves while in the air as
well! When you time this move just right, it will be hard for an
opponent to touch you with one of their moves, because Roy will not be
harmed, and retort an attack right back at an opponent, free of charge!
A great tool when used as edgeguarding defense. It's sorta like Falcon's
Up+B, because time will temporarily "halt" for Roy and the opposing
character involved in this move. ^_^
Now that I have my information out, it's all counters for me from here
on in!!!
Psgamer02:
Up+B
you want an image? I will show you why samus's wonderful screw attack
ownz.
No way f00, you wish the art skill was there.
#1-Range
the dollar sign shows the path that each could take
....$......
$$$.$.$$$$.
...$$$.....
....s......
...........
But you have to face that direction to go that way =(
...........
...$$$.....
....$......
....r......
...........
Roy can go straight up, or to one side, with his Forwad B moves,
horizontal recovery isnt a problem, hence, his mostly upward path is
ideal for him.
I don't think I did this right, so I'll sum it up. Roy's attack has a
more automatic movement range, it basically follows a path, where as
samus has full control of her attack, until she hits the ground.
-Roy has all the horizontal recovery he needs through Forward B.
-Roys recovery is much much faster than samus's, it also has hit power
at the end. Unlike samus who needs to have the enemy caught near the
start to do much of anything, Roy can KO even just as they touch the tip
at the very end.
DAMAGE
Samuses attack can do about 10, at a maximum of 12, whereas Roy does 7,
at a maximum of 12. about tied, but samauses is still a lil better.
-Nope, that is is the enemy is caught in the entire thing. It is much
easier to catch the opponent in Roys move because of the fast moving
move, and the full length of the sword catches them and pulls them in.
Samus balls up, and spins, this makes her hit area smaller them Roy's.
USEFULNESS
Roy:
-little use for recovery, as it gives roy little control.
-Not much for crowd clearing, as it tends to send the CPU the same
distance, no matter how much damage.
-A good 12% damage, at times can be comboed
-Basically, only done for blatant damage.
-One of the best anti-edgeguarding moves, as it pulls the enemy toward
the pit as he land on the stage. This turns the table on the situation.
-Fire effect for stunning beyond Samus's ablity
-Roy only needs Vertical Recovery as his Forward B move can be used
multiple times to gain Forward motion, this lets sets up a lack of need
for forward Recovery move motion.
Samus:
-Good for recovery, as you have control of samus while in air.
-serves as not only a jump, but also as an attack and crowd clearer,
too.
-Gives good height and distance
-Pulls enemies in for longer attacks, then lets them fly!
-Quick pullof time
-A good 12% damage, and can be repeated and strung into combos
-Slow moving, easy to time the landing.
-Samus recovery slower than the opponent being hit, this negates chances
for Combos.
-Damn, i have to check something.....Yup, i was correct. Roy has vastly
superior vertical recovery.
-relitivly the same damage, although roy has power at the end of the
move that samus need to build up throughout the spin.
Silverhomer17:
Looks:
Roy is a young looking guy, age 16-18. has prince status and a spiffy
sword, with good armour.
Samus has some snazy armour, but physical appearence is unknown. Age is
also unknown, and a lot of people think she is a he.
jumping looks:
Roy: A fewfancy spins and sword tricks for his third attack.
Samus: No uniquety(is that a word??) does a few front spins in 2nd and
3rd jump.
Winning poses:
Roy: Fancy sword handling skills and speaking in japanese.
Samus: Fires her gun and doesn't say a word.
Taunt:
Roy: spiffy sword art and a war cry that isn't annoying (like Capton
Falcon).
Samus: Nothing original, same as in the first smash brothers game.
Psgamer02:
~~~~B moves in general~~~~
-Roy's B moves are mostly Fire elemental.
Fire-
a. Stuns for much longer than a non-flaming move of the same sort.
b. Generally does more damage than without flames.
c. Most of the time, flaming moves have sort of a hit area, like a real
fire, you don't necessarily have to be in the fire to get hurt,
generally just being near it will get you some lovin =)
d. Explosions and fire can be confusing, most often in multi-person
play. It can be very difficult to recognize a flaming spot on the stage
and hit it accurately with an item or projectile.
Multiusage- Roy's "B" moves are extremely multitasking. Forward "B" can
be used for recovering and combos, but the immense speed of it is useful
in combo disruption and cancellation. Also, His Counter is a completely
Defensive move, it can potentially do more damage than any other move in
the game, and if used correctly, it can and will save your butt many
times over. Obviously his Up and B can be used for Getting out of a
tight spot due to its speed, but the Aim ability of it makes it very
useful in recovering, as you can mold it to your needs. Regular B just
kills people, no diversity there =)
~~~~B Move Specifics~~~~
Roy's B
(6%-50%)Flare Blade is awesome for its downright versatility. It can't
lose in the downright power section. The full amount of charge will do
great damage, and with charging, comes power. It is unparalleled in KO
power, and the most damaging B move in the game.
It releases very quickly, so it can be used in regular combat as well as
situations where power in needed. It can be charged up any amount of
time you need. You can sacrifice speed for all the power you will ever
need, or simply use it to defend yourself by hitting the opponent away.
It can also be used in the Air. You can use it like any other Air move,
but the advantage is the timing and trajectory. You can release it at
any time, and it hits the enemy straight away from Roy. This provides a
trajectory not found in any many other moves. In the Air, your momentum
carries you till you release the attack. This means that you can
actually travel short distances before releasing. This only furthers the
Aerial usefulness because a stationary charge move is obviously disrupt-
able, and this feature allows you to move, making it harder to stop this
attack. Another advantage is the ability to come from above/the side
with this attack. Just standing on the ground charging, like samus would
easily be seen, and countered. But, a powerful, quick, ranged attack
from above would be much harder to anticipate.
Its arc covers all the area in front of Roy, and above him. Even
slightly behind him is dangerous to opponents. Being right behind him is
a very dangerous, as Roys sword gets stronger towards the hilt. Being
right by Roy on either side is devastating. This move covers a 90-degree
arc, meaning a simple turn of Roy makes him effectively shielded from
above and the front. 90-Degrees + 90-Degrees=Protective barrier.
The range is spectacular, especially when fully charged. Un-charged, its
swipe extends very far, and has only a slightly shorter range than Smash
A. Charged, it is Roys most ranged move, extending much farther than
almost all other physical attacks. In the Air, you can fall forward with
the momentum Roy gets, and add even more range to this move.
The priority this move has is also great. It can hit through near
anything once it is charged. He can be hit while charging, but only from
behind because he can simply release the sword at any time to ward off
incoming attacks. Another useful tactic involves retreating. Jump
backwards, and start charging, if they follow you into the air, use the
Arc, Priority and Power to fend off all attacks. This effectively
shields you in the air.
It is a good edge-guarding move because it has no specific release time.
If they are a long ways off, start charging. If they manage to get near,
the "splash hit" from a powerful swipe will push them away with too much
force to come back from. If they are only slightly off, you could simply
tap the button to do a quick to medium slash and still come up with
enough power to hit them to their deaths. The longer the opponent is off
of the stage, the more air they lose. The longer they hang on the ledge,
the more they risk of falling. No matter what, it's a waiting game, and
the longer you delay it, the stronger Roy's B becomes, without
sacrificing speed.
Rolling
Roy has one of the better rolls in this game. He plants his hand on the
ground, and then he whips his feet around this fulcrum in a very
distracting manner. He flails around, as he is invincible. This makes
his roll very unpredictable.
The above average roll distance he achieves is also a strong plus. Roy
has good range moves, especially on the ground. The advantage here is
the fact that with these well-ranged moves, after he rolls around the
opponent, he will be just out of their range, but his attacks, having a
better range, will be able to hit with ease.
On the other hand, samus's lack of fast and long ranges moves makes her
Roll put her out of range to attack, but still in range for Roy.
This roll's speed is also a strong point. At approximately .6 seconds,
it is one of the fastest in the game. With this speed of rolling, it is
nearly impossible to react in time to counter this. Roy will be rolling
behind you, and because of a thing called reaction time, you will not be
able to counter an attack from the rear. The only solution is the
shield. In a shielding situation, Roy can break your shield with his
Smash A, or simply wait for you, (on the defending side), to act or
react to the situation. In either case, Roy achieves the upper hand with
this good roll.
-Samus's roll is quite a bit slower =/
~~~Roy's Sexy~~~
Roy is by far the most attractive character in this game.
His mannerisms
He shifts his weight from leg to leg, bouncing, bouncing, on his sweet-
ass boots. While he waits, he clinches his fist, then relaxes, then
clinches his fist, almost like meditation. He holds his sword perfectly
steady, waiting to spring at any time, upon an unsuspecting foe. He
blinks very infrequently, keeping his eye upon the opponent at all
times, again, waiting to spring into action.
His appearance
Roy has the best wardrobe selection....
He wears super-cool knee-high boots, with protection over his toes, a
metal strap to prevent incapacitation in a running fight. He dons sword-
fighting gloves, with the fingers cut out so that he may be able to have
better control of his steel handled sword. Also, fully armored shoulders
are protected by a 3-piece pull over vest, which also protects his vital
organs. His cape can flail around in the wind, as if he is a hero just
arriving at the castle to save the maiden, and with that pimpin' scarf
he wears, he will be irresistible to any lady. His cool headband keeps
his dashing hair out of his eyes, and tight pants to show off his
package. Roy has it all in his closet, making him definitely the best
looking and sexiest.
Samus is a girl, but the metal suit thing is a bit of a turnoff =(
w00t! our clan really pwnz! Obviously whatever is dissing
Roy or promoting samus is simply something copied from a
post of someone from SSS, in order to counter it. Use your
judgement to decide who wrote what =P
////////
8-Items
\\\\\\\\
Here are the items that could be used by Roy. This tells you
the best way to use them.
FOOD*Eat it to recover a little health
MAXIM TOMATO*Eat it to recover 50 health
HEART CONTAINER*Eat it to recover 100 health
RAY GUN*Fires greene energy shots. This has 16 ammo. I
generally just keep shooting my enemy back, until they're
off the stage. Keep track of how much ammo you have,
otherwise you might run out, and have the enemy come kill
you while you're clicking your gun. When you're done with
it, throw it at the enemy.
FIRE FLOWER*Shoots a constant stream of fire* Get close to
the enemy, and start hitting them with it. When they go out
of range, move a bit closer and keep firing until it runs
out. This is good to use when the enemy is up against a
wall, or off of an edge.Throw when done with it.
SUPER SCOPE*Fires balls of energy. This can be charged up by
holding A. If the enemy is close, I rapidly hit A to deal
damage, and push them back. If they're far away, I charge up
a large shot to hit them with. Only enough ammo for 3 fully
charged shots. Throw when done with it.
STAR ROD*A weapon that fires a projectile star when you use
a smash attack. When you smash with this, Roy will hit with
his sword, then this. I generally just keep the enemy back
with the stars, and hopefully push them off the stage. This
has 16 ammo. Throw when done with it.
LIP'S STICK*This is a weapon that will sprout a flower on
the enemy's head when they are hit with it. The best
strategy for this is to simply throw it at the enemy, to get
a flower on them. If you have a flower on your head, you
take 1 damage per second.
BEAM SWORD*This is an excellent weapon. Dashing at the enemy
and using an attack will produce a long range attack that
hits them back and does decent damage. Hit them to the edge,
then smash them with it. When they're trying to come back,
throw it at them, and they will fly away ^_^
HOMERUN BAT*This is by far my favourite weapon. The smash
attack with it is a one hit KO. I just make a little
distance between myself and the enemy, and smash them. Keep
trying to smash. Even if you take 100 damage before smashing
them out, it's worth it, because they're dead and you aren't
:)
FAN*This item is a lot more useful than it seems. When
tossed at the enemy, they fly straight up. This is good to
do when the enemy is high in the air, as it has a good
chance of sending them off the top of the screen. The normal
attack can be executed very rapidly. Also, the smash attack
with it will break a shield in one hit, which you can follow
up with a fully charged Flare Blade
HAMMER*This beauty will have you running around like a mad-
man, swinging a massive hammer over your head. Seek out the
enemy, and smash them out of the arena! Be wary though, as
there is a chance of the head of the hammer falling off. If
this happens, avoid the enemy, as you are completely
useless, swinging a stick around that doesn't hit people.
GREEN SHELL*This will slide along the ground in the
direction that it is hit or thrown. Use a smash attack on it
to hit a far away enemy hard. Throwing it works too.
RED SHELL*Same deal as the green shell, except that it
doesn't die. This one seeks out the closest player, and hits
them. This can hurt you as well, but Roy can take advantage
of this. Use your Counter, and it will send the shell back
to attack a different player ^_^
FLIPPER*Ugh, I find this thing annoying and stupid. When you
throw it, it will sit in the air, and bat back any one that
hits it. Since it can hit you, I think it's really
dumb......the only good use for this is to stick it on an
edge that an enemy is trying to get back to....it makes it
difficult to do so.
FREEZIE*Great item! Throw this at the enemy to send them
flying into the air, encased in a block of ice! Position
yourself where it's going to land, and start charging your
flare blade. When they come out, release it. This is also
good to throw at someone who is high on the screen, as it
will send them off the top.
MR. SATURN*A funny little guy that will walk across the
stage aimlessly.Good to throw at your enemy, as it will
bounce back, and you can grab it and throw it again.
POKE BALL*When thrown, a random pokemon will come out of
this. This is a very good item. Whenever you see one, always
go for it, as you can never go wrong.Throwing it at the
enemy is always good too (unless it's Fox or Falco, as they
can reflect it, and make it their own).
BOB-OMB*This little guy will sit still for a few seconds,
then walk along the stage. Anyone who touches it while it's
walking will be blasted, and go flying. If you can get to it
before it starts walking, grab it and throw it at the enemy.
If not, just stand on the opposite side of it from the
enemy, and it might walk into them.
MOTION-SENSOR BOMB*This will stick to any surface, and
explode when someone touches it. Throw it at the enemy, and
remember where it landed. Try to stay on the opposite side
of your enemy, and hopefully they'll step on it.
SUPER MUSHROOM*This item makes you twice your normal size
when you touch it! Take advantage of this, by using your
forward+a smash over and over. Roy's sword will be
ridiculously long, and they won't be able to get anywhere
near you.
POISON MUSHROOM*This will reduce you to half your normal
size.....you'll fly very far when hit...just dodge the enemy
until you regrow to normal size.
STARMAN*This item will make you invincible when you touch
it. Take this opportunity to own your opponent left and
right with any attack you damn well please ^_^
PARASOL*A stupid umbrella that does crappy damage....and you
can't even throw it far, because it just catches the air,
and falls slowly....the only good thing about this would be
that when holding it, you fall nice and slowly, which could
help you get back to the level.
WARP STAR*A great item, that sends you flying up, and
smashing back down. You can control the lateral movement of
yourself, by pressing left or right on the analog stick. Aim
to hit the enemy, and you'll send them flying.
METAL BOX*Makes you temporarily made of metal. This makes
you jump lower, fall faster, and not go anywhere at all when
attacked. Stay away from the edges when this is in effect.
BUNNY HOOD*A cool item that makes Roy look oh-so cute with
bunny ears ^-^ You'll run twice as fast, and jump twice as
high. Cool!
SCREW ATTACK*When you hold this, your jumps will have you spinning
around, and will function like Samus' Up+B move. The best this to do
with this, is get near the enemy, and jump. They'll get caught in your
spinning. Do your double jump to take them even higher, then immediately
do Blazer, to send them up, and hopefully off the top.
[email protected] has informed me of something I overlooked. If the
opponent is off the level, and you throw the screw attack at them,
they'll be pretty much screwed...get it? ahah, ah....*cough*
BARREL CANNON*A big barrel with an arrow on it....when you
throw it, it will roll down the stage, and when it touches
someone, they'll get stuck in it. They then have to hit A to
get fired out, hoepfully in the right direction....Don't use
this unless the enemy is a fair distance away, because it's
really heavy, and leaves you open.
CLOAKING DEVICE*This makes you pretty much invisible. This
doesn't really do anything to computer opponents, but it
will confound a human opponent. The best thing about it, is
that you take no damage while invisible! Go for this
whenever possible.
//////////////////////
9-Trophy Descriptions
\\\\\\\\\\\\\\\\\\\\\\
Roy:The son of the lord of Pharae Principality, Roy was
studying in Ostia when the Kingdom og Bern invaded League of
Lycia. His father fell ill at this time, so Roy assumed
leadership position of Pharae's armies. After his fateful
meeting with the Princess Guinevere, his destiny became
inexctricably linked with the fate of the entire continent.
Fire Emblem
Japan Only
Roy(smash)Red:While Roy's moves are well balanced, he's a
little on the slow side, and doesn't excel at midair combat.
His blade, the Sword of Seals gives him excellent reach, and
makes his Double-Edge Dance slightly different than Marth's
Dancing Blade. When it's fully charged, Roy's destructive
Flare Blade delivers an instant KO.
B:Flare Blade
Smash B:Double-Edge Dance
Roy(smash)Blue:Roy's blade is different than Marth's; he
does the most damage hitting with the center of his sword.
So, a fearless advance into the arms of his for is Roy's
best bet. Blazer is a bit slower than Marth's Dolphin Slash,
but it's still a might attack that sets anyone is striker
aflame. Roy's attack after using Counter differs slightly
from Marth's.
Up & B:Blazer
Down & B:Counter
///////////////////
10-One Player Modes
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_______
Classic
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Classic is a mode where you fight 7 battles against random
opponents, and one Boss at the end. There are 3 bonus games
amidst these battles as well.
Battle 1:You fight one random opponent here. Wait for them
to come to you, and nail em with a forward+A smash. Keep
doing this over and over. Even on Normal or higher, they
shouldn't be able to do much of anything to you.
Battle 2:This is a team battle. You'll get one random
partner, and you'll be fighting 2 random enemies. Again,
just wait for them to come to you, and hit them with a
forward+A smash. Try to keep yourself on the same side of
both opponents. That is, try not to be in between the
enemies.
Bonus 1:Break The Targets. See Break The Targets Section.
Battle 3:Same as Battle 1.
Battle 4:Wheeeee! In this battle, you get 2 random partners,
to help you take out a random GIANT enemy! This is fun
stuff! Go and get in his face! I like to use a forward,
forward, up, down Double Edge Dance, as it racks up damage
nicely, and they're so large that they're really easy to
hit! When they have a fair amount of damage, over 100 or so,
use your forward+A smash, or Flare Blade to KO them.
Bonus 2:In this bonus, you need to guide to trophies that
fall into the cone in the middle. This is easy, and fun too
^_^ When you see one, jump up and use your up+A in mid-air,
and usually it will go right above the cone. No effort
required! If it's too far away, it might require 2 of these
attacks, but nothing spectacular.
Battle 5:Same as Battle 1.
Battle 6:In this battle you have to fight 10 of the same
randomly selecter opponent. These enemies are extremely
light, and will die to a blazer, or any smash, or Flare
Blade in just one hit! Fun stuff :)
Bonus 3:Race to the finish! Your goal here is to make it as
far as possible before the time runs out. Always make sure
that you're dashing, and don't jump unnecessarily. When you
get to the fork, take the bottom. You can take your time
down there, and still make it to the final door. If you
don't think you're gonna make it, you can always stop and
the 3rd or 2nd last door, for a decent amount of points.
Battle 7:Metal melee! In this battle you will fight a
randomly selecter metal opponent! This is really really
easy....Treat this like any normal battle, and just keep
using your forward smash. They can't take too many of these,
and they can't recover worth crap.
Boss Battle:Master Hand! This battle is quite easy...Just
use your up+A smash over and over. When he's about to
attack, jump and do a mid-air dodge. If he's coming from the
background, and going to slam you, hold up your shield when
he's just about there. This is very very easy. If you're
playing on Normal or higher, and get through to this batttle
without using a continue, and do it fairly fast, Master
Hand's counterpart, Crazy Hand will join the battle after
Master Hand is below half HP. Take out master hand, then go
beat down Crazy Hand the same you did for Master. Simple
really.
NOTE:I highly recommend that if you're trying to get the No
Damage Clear bonus, use Roy. I got it while going through
Classic, without even trying. I already had the bonus, and
at the moment I was just going for coins. Seriously, it's
very easy. On very easy, a forward+A smash is usually all
you'll need. For the multi man battle, Blazer is your best
bet. In the target test and race to the finish, just finish
right away. No sense in taking damage here, and screwing
yourself over. For the Master Hand, do one attack (up+A
smash works well), then retreat, and dodge has attack (I
prefer mid-air dodges). Really, this is quite simple. Good
luck ^_^
_________
Adventure
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Adventure is a mode where you go through stages, for each
character. The themes are quite nice, and all in all, this
is a very easy mode (though not as easy as classic ^_^).
Stage 1:Mushroom Kingdom:Easy. Just walk through the level,
killing or avoiding Goombas and Koopas along the way. A
little over halfway you'll fight a team of Yoshis. These
will die extremely quick to Blazer. Now just make your way
to the end of the level.
Fight:Mario and Peach:Siiimple. Just keep using your
forward+A smash over and over. They won't be able to get
anywhere near you.
NOTE:If you finish the first section of Mushroom Kingdom
with the 2nd second digit being a 2, you'll fight Luigi
rather than Mario. Just as easy.
Stage 2:Kongo Jungle:
Fight:Tiny DKs:In this match you fight 2 tiny DKs.....your
forward+A smash will make short work of them.
Fight:Giant DK:Get onto the top middle platform, and just
keep using your forward+A smash over and over. The damage
will build up, and he'll die quite quickly.
Stage 3:Underground Maze:This is really easy....there are 6
possible exits. 1 of them is real, and the other 5 are Link
Battles. If you're on Normal or below, you might as well
fight Link, because he's easy as hell. If you're going for
the Crazy Hand trophy, I suggest skipping over any battles,
but jumping completely over the platform. You'll know it's a
battle when there is a Master Sword in the middle. The exit
will be designated by a Triforce. There are 2 possible exits
in the right hand side of the main cavern, and 4 on the
right. These are easy to find. Be wary of Like Likes..these
guys will eat you up, and can be very annoying on higher
difficulties.
Fight:Zelda:Simple.....just use standard one on one tactics;
forward+A over and over.
Stage 4:Brinstar:
Fight:Samus:Again, forward+A will make short work of
Samus...once the lava is up, she'll die very easily, because
she seems to think that it isn't really there.....yay ^_^
Escape from Brinstar:Uh oh....the planet you're on is about
to explode....I can't see that being a good thing.....make
your way up the platforms until you get to the top. This is
really easy. Most often, a double jump will suffice to get
to the next platform, but there are one or two gaps that
will require Blazer. There's also a trophy in here
someplace...might as well pick it up ^_^
Stage 5:Green Greens:
Fight:Kirby:This guy will often die in just one hit from
forward+A smash. If not, keep at him, and he'll be toast
quite quickly.
Fight:Kirby Team:You fight 15 random Kirbies, each with a
different disguise. Blazer will own them like nothing. Feel
free to use it liberally.
Optional Fight:Giant Kirby:If you beat Kirby, and the Kirby
Team in a combined total of less than 1 minute, you'll fight
Giant Kirby. Fight him just as you'd fight Kirby.
Stage 6:Corneria:
Fight:Fox:At the beginning, he won't even move. Walk up to
him and smash him. Now he'll come at you. Smash him again,
and walk to the edge he just flew off. If he comes back,
smash him once more. If he ends up on top of the Great Fox's
gun, just wait. As soon as it fired, he's a goner.
Fight:Fox or Falco:You'll fight either Fox or Falco here,
randomly. This time, he'll be more eager to fight. Right at
the beginning, charge up a forward+A smash, and hit him when
he comes at you. Now just keep nailing him with
these...he'll die quickly, especially with his wingmates
shooting at him!
Stage 7:Pokemon Stadium:
Fight:Pokemon Team:You'll fight 12 random pokemon, picked
between Pikachu, Pichu, and Jigglypuff. On lower
difficulties, you can just smash the out easily. On Normal
or higher, it might be a little harder, because of all of
the Thunder coming at you.....go after pokeballs always, and
you should make it through.
Stage 8:F-ZERO Grand Prix:In this mode, you just have to get
to the end alive. Just dash, and when you see the
exclamation mark, hop onto the nearest pink platform. After
the gaps witht he pink platforms, you can stand on the
track, and the racers will ramp over you. Easy stuff ^_^
Fight:Captain Falcon:Fight him just like you'd fight anyone
else; forward+A smash. Make sure to be on your toes though,
as his Raptor Boost can catch you offguard, and that will
set you up for a combo, or a Falcon Dive.
Stage 9:Onett:
Fight:Team Ness:Here you have to fight 3 Nesses. On higher
difficulties, these guys can be really really annoying. I
like to stand on the power wires on the right side of the
level, and just smash whomever comes near me. Once they're
past 60% or so, charge up a Flare Blade, and let loose when
anyone comes near you.
Stage 10:Icicle Mountain:All you need to do here is keep up
with the level...if you need help with doing this, I suggest
you taking up an easier hobby, such a knitting. The only
thing to be wary of is falling off of the top of the screen.
This will happen if you try to take things too fast. At the
end, you have to fight 2 Ice Climbers. These guys will die
to one forward+A smash on anything below Normal. On Normal
and higher, I suggest you bring a Freezie with you through
the level, and throw it at one of the ice climbers when you
reach them. This will make things easier....picking up a
pokeball along the way is smart too, but those are harder to
find.
Stage 11:Battlefield:
Fight:Fighting Wire-Frame Team:These guys are ridiculously
easy.....just keep using Blazer, and they'll be done in no
time at all.
Fight:Metal Bros:Really easy...just keep using your
forward+A smash over and over....really, that's all...on
higher diffuculties, it'll take a lot of hits, but it's
still the same strategy.
Stage 12:Final Destination
Fight:Bowser:This guy won't be a pushover like every other
one on one opponent you've fought. This guy will take a
beating before he dies. A good strategy is to start off with
a few Double Edge Dances. I like forward, forward, up, down.
Then you can smash him a few times, then charge up a flare
blade while he's trying to recover. When he comes back, nail
him, and he should die.
Optional Fight:Giga Bowser:*shudder* This guy isn't fun at
all. He's twice as large as Bowser, and twice as ugly as me.
Roy however, is quite small.......hold down, and keep press
A...he will have a very hard time hitting you, and you'll
keep dealing damage! When he's at 200% or so, smash him off,
and then edge guard to the best of your ability.
________
All-Star
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Gawd this mode is easy....it's unlocked once you have every
character....it pits you against them one by one, until
you've defeated all of them....all you need to do is
forward+A smash over and over and over.....the final match
is against 25 Game&Watches...Blazer makes them dead very
quick. Yay ^_^
Honestly, I don't have anything else to say about this
mode...even on Hard, this is quite simple to do, especially
with the 3 Heart Containers you're given....good luck!
**TIP** If you're going for high scores in Classic,
Adventure, or All Star mode, and you have no sense of fair
play, try this. Put the difficulty to Very Easy and set the
stock to five. In the first match, just sit around holding
R, continually breaking your shield over and over. Do this
until about 20 seconds are left, then finish. For Adventure,
you can just wait in a vacant area, but for Classic or
Adventure, keep trying over and over until you get Hyrule
Temple, that way, the opponent won't disturb you. The aim of
this is to get a negative score. If you do, the game won't
know what to think, and will give you 999,999,999 points!!
Now you can finish the rest like regular, and then go drool
over your mega score, and dazzle your friends! ^_^
___________
Event Match
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Event Match is a mode which has you completing certain
objectives in a level...not necessarily just killing
everything you see. I'm gonna walk you through every Event
that Roy can participate it ^_^
Event 3:Bomb-Fest:You need to kill Samus and Link...the only
items will be explosives. Grab any items you see, and chuck
them at the enemies. This level will be over before you know
it!
Event 4:Dino-wrangling:It's you against a Giant Yoshi! You
have 3 lives, so this is really really easy. Just forward+A
smash at every opportunity. Often he'll die on his own by
using an Egg Roll, or Yoshi Bomb. Easy.
Event 6:Kirbys on Parade:You with one life, vs 3 tiny
Kirbies with 2 lives apiece. Blazer will kill them in one
hit, so I suggest you use it......this will be over before
it begins.
Event 7:Pokémon Battle:You vs Pikachu, witht the only items
being pokeballs. You can't physically harm Pikachu, so just
grab any pokeballs you see, and throw them down. Easy match.
Event 8:Hot Date on Brinstar:You vs Samus, each with 3
lives. You both strat with more than 100% damage done to
you. One forward+A smash is all it takes to kill Samus each
time, so do that, and this will be a piece of cake.
Event 9:Hide 'n' Sheik:You vs 2 Zeldas....with a catch. The
KO only counts on them, if you KO them while they are in
Sheik form. Do some Double Edge Dances to build up damage,
then when they transform, use forward+A smash to kill them.
Event 10:All-Star Match 1:You against Mario, DK, Yoshi,
Peach, and Bowser, one at a time. You have 2 lives. Each of
these guys will die to one or 2 forward+A smashes...have at
them!
Event 11:King of the Mountain:This level is the epitome of
easy. You're on Infinite Glacier, with 2 Ice Climbers after
you. All you need to do is survive for 1 minute and 3
seconds. Just stay away from them, or better yet, use your
forward+A smash to kill them!
Event 12:Seconds, Anyone?:One forward+A smash will do away
with Falcon, in less than 2 seconds, giving you plenty of
time to spare ^_^
Event 14:Trophy Tussle 1:This is a fight between you and 3
random computer opponents. Everyone has 2 stock. You're
fighting on top of a giant Goomba! One forward+A smash will
take anyone out of you charge it a little bit. This is a
really easy event, and you get the Goomba trophy for
winning.
Event 15:Girl Power:This event has you pitted against Samus
Peach and Zelda. You are tiny for this. Everyone has 2
stock. Treat this like any other1 on 3 match. Don't get
surrounded, and use forward+A smash liberally. If you're on
the top platform with a girl that has high damage, use
Blazer for a kill. Hang in there, and this should be fairly
easy.
Event 20:All-Star Match 2:It's you against Samus, Link,
Zelda, Falcon, and Fox, one at a time. You have 2 stock.
These guys die pretty quickly, so just forward+A smash, and
be done with them. Falcon is quick, so you have to be on
your toes....Counter works well against his Raptor Boost.
Event 21:Ice Breaker:You vs 2 Ice Climbers....with a twist.
You need to KO both Nanas but keep the Popos alive -_-;. The
best thing to do is go to the first one, and grab. If you
get Nana, toss left, and smash her off the stage. If you get
popo, toss up, and then grab Nana, toss left, and smash off.
Repeat the same strategy for the 2nd pair. Make sure not to
dawdle though, as you only get one minute to complete this.
Event 22:Super Mario 128:You against 128(!!) Tiny Marios.
Blazer is an easy way to kill these guys....make sure you
don't die though...it's easier than you think ~_~
Event 23:Slippy's Invention:You against Fox and Falco, who
are both invisible...this is just like any other 1 on 2
match. Keep on forward+A smashing. They're relatively easy
to see, so this shouldn't be a problem.
Event 24:The Yoshi Herd:You vs 30 Yoshis. You have to defeat
them in 2 minutes or less. Blazer will kill each one of them
in one hit. This should be easy. Be careful about the hold
in the middle though....if you open it with Blazer, make
sure you don't fall down it.
Event 26:Trophy Tussle 2:This event pits you against 3
random computer foes. Everyone has 2 stock. You're fighting
on top of a huge Entei!(god he's gorgeous)Ahem, one CPU
player will always sit on the left side, and do nothing
until you approach them. Take out the other 2 enemies first.
Your forward+A smash will be useful, as will Flare Blade,
and Double Edge Dance. Once they're done, Get close enough
to the guy on the left to forward+A smash him, but not close
enough to alert him. You can smash him, then just edge guard
with Flare Blade. When he comes back, treat him like any
other single opponent; forward+A smash.
Event 28:Puffballs Unite!:You against a bunch of Kirbies,
each with a different ability....this is easy. One Blazer
will usually kill one. If not, the 2nd one will for sure.
Piece o' cake ;)
Event 30:All-Star Match 3:You vs Kirby, Pikachu, Ness, and
Ice Climbers, one at a time. You have 2 lives. These guys
are a little more intelligent, and harder to knock off than
previous "All-Stars". Forward+A smashes are still the key
though, as well as edge guarding with Flare Blade. Also
remember that Rolling Dodges are your friend ^_^
Event 31:Mario Bros. Madness:To be quite honest, I don't
know how this works....it's not based on KOs..I think it's a
bonus match...so fight with style ;) A lot of KOs will get
you the win...a good tip is to hold either A or B through
the whole match, as that willget you 4000 points right
there.....good luck ^_^
Event 37:Legendary Pokémon:This event pits you against 4
Wireframes and a Jigglypuff. And the Wireframes are Giant!
Good god! The catch,is that the only items are pokeballs,
and the only pokemon that come out are legendary! Make sure
you get them before Jigglypuff does, and this will be easy.
Event 38:Super Mario Bros 2:This pits you against Peach,
Mario and Luigi. Everyone has 2 stock. The best way to
handle this, is to get on one side, so that no one is behind
you, and then just act like you're edge guarding. If you get
surrounded, Rolling Dodges are a great help. Blazer is also
good to get out of a sticky situation. Once you're down to 2
enemies, it becomes really easy, and once there's only one
left, it's all over. Forward+A smash is very useful.
Event 40:All-Star Match 4:You against Marth, Luigi,
Jigglypuff, Mewtwo, and Game&Watch, one at a time. You have
2 lives. This battle can be a bit tricky....for Marth, wait
until he comes to you, and hit him with a forward+A smash.
Rolling Dodges are great, because you can just roll behind
him, and smash again. This is how I beat him, taking little
damage. Luigi can be handles in the same manner. Watch out
for the green missile, as that is executed quite quickly.
Jigglypuff is ridiculously simple. Do one smash for about
20%, then jump up on Squirtle's head. Start charging up a
Flare Blade, and when jiggly comes to investigate, let 'er
rip.RIP. Mewtwo can be dealt with in the same manner as
Marth. Mewtwo is a really stupid opponent, and shouldn't be
able to hit you at all. Game&Watch can be killed in the same
was you killed Mewtwo, but he'll get in more
attacks....fortunately, 2 or 3 smashes is all poor little
G&W can handle.
Event 44:Mewtwo Strikes!:You vs Mewtwo and Zelda. Mewtwo
won't appear until 15 seconds has gone by, so just dodge
Zelda. Killing her only fails the event. When Mewtwo
appears, be ready with a charged up forward+A smash. It
starts on the left platform. After this, just focus on
smashing it, and avoiding Zelda. Perhaps the first hard
event you'll fight. Good luck!
Event 46:Fire Emblem Pride:My god this event is easy....I
just played it to find out a good strategy for the guide,
and beat it without losing a life, at 73% at the end. You
are up against Roy and Marth. Ooh, a mirror match! Kinky ^_~
All you need to do is stand there, and when one gets close,
start to charge a forward+A smash. When he comes in range,
release it. Lather, rinse, and repeat. Seriously, it's
nothing more than this. If you end up between them, roll to
the side, and smash. Simple.
Event 47:Trophy Tussle 3:A battle atop Majora's Mask,
against 3 randomly selecter computer opponents. Everyone has
3 lives. This event is a bitch, because it isn't _AT ALL_
suited for forward+A smashes. I beat this by pure luck,
using Blazer over and over. I suggest you do the same. If
anyone has a better strategy, feel free to email me ^_^
Event 48:Pikachu and Pichu:These Pokémon are pals...but not
with you! XD That cracks me up! Heh...anyhow, the strategy.
This event is dumb....I don't like it at all, and I've only
beaten it once. Use your forward+A smash over and over,
hoping to connect. You only need to kill the 2 Pichus once,
and you have 2 lives, but Pikachu is just so annoying, and
the Pichus keep sending Thunder Jolts my way.....rack up as
much damage as possible. When you die, get in a highly
charged forward+A smash or Flare Blade, and hope they die.
If not, maybe you'll get a lucky pokeball....*shrug*. Sorry,
I really suck at this one.
Event 49:All-Star Match Deluxe:You against Dr Mario, Falco,
Ganondorf, Roy, Young Link, and Pichu! Dear god!! You only
get 2 bloody lives, and you have to complete this stupid
task in a mere 4 minutes. ;_; For Dr Mario, start charding
up a Flare Blade about 0.3 seconds into the match. When Dr
Mario gets to you, let it go. This is an easy 36% every
time. Now just forward+A smash him to death. Not -too- hard.
Falco is all forward+A smashing, but he's really quick, so
you need to be too....not fun. Pichu is simple. Forward+A
smashes will do away with him quickly. Young Link will die
the same way as Pichu, without much resistance. Now comes
Roy. You want to get to him with 2 lives left. Deal as much
damage as possible to him before you die. Forward+A smashes
combined with Rolling Dodges are the way to go. You'll
probably die to him. When you come back, get in a good hit,
and then hope to finish him off before your damage gets too
high....finally, we have Ganondorf. This guy doesn't mess
around. You need to dodge as much as possible, and wait
until you can catch offguard, then slam with a forward+A
smash. Once you do that, catch up with him, and get him in a
smash loop. Once he's off, he's simple to edge guard with
Flare Blade.
Event 50:Final Destination Match:Treat this just like the
Master Hand at the end of Classic mode and you'll do fine.
It's no trouble at all dodging their attacks, and Roy's up+A
smash does decent damage. Once one is gone, the other is
toast. If you ask me, this event is pretty damn easy.
Event 51:The Showdown:Dun dun dun! All your hard work has
paid off, and now you're at the final showdown! It's you
against Ganondorf, Mewtwo and *drumroll* GIGA BOWSER! This
guy is twice as large as regular Bowser, and twice as ugly
as myself. Everyone has 3 lives. Forward+A is definately the
way to go. Keep doing this over and over, using a Rolling
Dodge when necessary. Once Giga Bowser is dead, the other 2
are easy. Forward+A smashes will wear them down eventually.
If you happen across a good item like a superscope or a
pokeball, excellent, make it even easier. Edge guard with
Flare Blade, and you can beat them down without too much
trouble ^_^
_________________
Break The Targets
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I'll just give you my best strategy for getting a good time
on Roy's BtT.
1:Jump up and do an up+A in mid-air to the first target.
Hold right, and do your 2nd jump onto the platform. When
you're about to land, do a down+A to hit the one below you.
2:Use forward+B to hit the 2 targets beside you.
3:Double jump, and use Blazer to land on the small platform
above you, hitting the target on it.
4:Do a small jump to land on the platform to your left, then
jump up and forward+A the target in the air. Hold left and
do your 2nd jump. Forward+B the next 2 targets, then fall
down and Blazer the last 2.
_______________
Homerun Contest
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Grab the bat, and run up to the bag. Jump once, and at the
peak of your jump, press
Z to drop the bat. Now press down+a to spike the bag down.
Do three more of these drop/
spike combos, remembering to grab the bat in mid-air in
between combos. Now as soon as
you can, press and hold B. You need to do a fully charged
Flare Blade to the bag (you'll
know you did it by the explosion, and the 50% damage you'll
deal to the bag). You need
to be very quick to do this. Good luck ^_^
GOAL=2200+
NOTE:If you'd like to add a few hundred feet to this, and
are good at L-Cancels, try adding in a forward+B at the
beginning for 5%. It's quite possible to make it in time,
and it gives you that extra distance. Go for it! ^_^ If
you're really insanely good, instead of adding a forward+B,
just do 5 drop/spike combos....I personally haven't done
this, but it would get you well over 3000 feet.......good
luck! *shudder*
w00t, I got over 3000 with Roy yesterday! All you need to do
is four bat drops, then catch the bat in mid-air again, jump
over the bag, and drop the bat so that the bag flies left.
As soon as you let go of the bat, start charging Flare
Blade. If the bag is at at least 103% it will come back, and
land right in front of you, so that you can blast it! Yay :)
This is really simple :)
_______________
Multi-Man Melee
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------------
10-Man Melee
------------
Roy's Blazer will make short works of these foes....self-
explanatory.
-------------
100-Man Melee
-------------
Same idea as 10 Man Melee........
--------------
3-Minute Melee
--------------
Just kill the enemies for 3 minutes...this should play out
almost exactly like the 100-Man Melee match, but these guys
are easier.
---------------
15-Minute Melee
---------------
This is tough...if you kill enemies left and right, the
difficulty will become too high for you to handle for 15
minutes...I suggest just dodging the dumb enemies. This can
get really frustrating, when you hit a bob-omb with 15
seconds left....:( Good luck.
-------------
Endless Melee
-------------
Err....Iono what to tell ya. Just kill as many guys as
possible......Blazer is a good bet, and Rolling Dodges will
be very useful when the enemies get harder...good luck!
-----------
Cruel Melee
-----------
*shudder* These are mega tough enemies....my high score is 7
:( Just use Blazer, and hope they die. These guys will send
you flying out of the arena faster than you can think. In
cruel melee, you get the Mr. Resetti trophy if you can KO 5
enemies. Roy is generally the best character for this, as
his Blazer is one of the few attacks that can kill the cruel
wire-frames in one hit, if done correctly.
________
Training
¯¯¯¯¯¯¯¯
This is where you can hone your skills, or try out new
strategies. This is a good place to familiarize yourself
with all of the items, or figure out what you can and cannot
do (for example, with some extensive testing, I have found
that Roy can indeed make it from the top right of Hyrule
Temple to the bottom right, with some nifty maneuvering. Try
it!). As a matter of fact, here is a list of fun things to
try to do! I've done all of these, so don't think anything
is impossible!
-Make it from the top-right of Hyrule Temple, to the bottom
right, without items.
-Do 75% damage to an enemy in one hit.
-Perform an 8 hit combo.
-Hit a dummy computer opponent that is at 999% with a smash
hit from the home-run bat, and have them survive.
//////////
11-VS Mode
\\\\\\\\\\
VS Mode is where you'll probably be spending most of your
time. This is heart of SSBM, the area where you can pwn your
friends madstyle! With my help, you might just be the
best....
__________
Strategies
¯¯¯¯¯¯¯¯¯¯
Would you like to know some of my strategies....my deepest
darkest secrets...? Well then you've come to the right place
^_^ After reading this, you'll not only be better overall,
but you'll be able to kick my ass, because you'll know what
I'm gonna do before I do it!
One on One:One on One matches are quite simple for
Roy....against a CPU opponent, even at level 9, Roy can own
like no other. His forward+A smash has stellar range, and
the computer shouldn't even be able to get near you. If a
projectile comes your way, Counter is the way to go. Except
for Fox's pesky laser...that should be dealt with by
punishment of Double Edge Dance flogging =D Roy's Rolling
Dodges are extremely useful when fighting a computer
opponent, as they will continue to attack thin air, while
you smash them with forward+A, or Flare Blade.
Hmmmm....let's get into some strategies for Special Melees.
Camera Mode:Errrr..you can take some pretty nice pictures
with Roy ^^ I personally like a fully charged Flare Blade or
a Blazer ^_^
Stamina Mode:This mode should be treated just like any other
match. Your forward+A smash does good damage, and should
kill them soon enough.
Super Sudden Death:Jeezums...Roy isn't very good in this
mode...if you can get beneath them, do a Blazer...otherwise,
your best bet would either be a forward+A smash, or a
dashing attack. Good luck.
Giant Melee:Omg..Roy is like, god when he's this large. His
forward+A smash has massive range. Abuse this move even more
than you did before!
Tiny Melee:Hmmmm....very much reduction of range...this puts
you at a slight disadvantage...I suggest you use Double Edge
Dance a lot, as well as Counter, because projectiles become
a lot more abundant in this mode.
Invisible Melee:This might as well just be a regular
match....my only suggestion is to do more Rolling Dodges, as
some humans can be confounded by this ^_^
Fixed-Camera Mode:Err....this is just a regular
match....whee.
Single-Button Mode:w00t! Roy owns this mode! Pretty much all
projectiles are removed! Now you can completely own with
your forward+A smash! w00t w00t!
Lightning Melee:This is pretty much just a regular
match...though it's harder to charge things up, because they
run out quicker, and people run at you faster etc....Rolling
Dodges are very good, as well as Double Edge Dance.
Slo-Mo Melee:You can see pretty much everything coming, so
there really isn't any excuse for taking much
damage...forward+A smash is great, and if you can get them
to the edge, there's no way they'll make it past a Slow Mo
edge guarding Roy with a charging Flare Blade ^_^
______
Stages
¯¯¯¯¯¯
Oooh.....29 stages....there sure is a lot to learn! Keep
reading if you'd like to learn how to use each level to your
advantage with Roy ^_^
Icicle Mountain:This level is just a big death trap,
inspired from the classic NES title Ice Climbers. The level
is always scrolling either up or down. It can be going
either fast or slow. When it's going slow, you need to seek
out the enemy, and smash them, or Double Edge Dance. The
up+A smash is a good move to use on this level, as it may
pop them up off the top of the screen. When the level picks
up speed, just focus on staying alive. Roy can deal some
good damage with Blazer while keeping up, if you plan things
right.
Princess Peach's Castle:This is a stage inspired by good old
Princess Peach's Castle in Mario 64. It's easy to ambush
someone coming over the steeple with a Blazer. On a
sidenote, every once in a while, a Bullet Bill will come and
plow into the castle, then explode! Cool! If you're fighting
a computer opponent, you'll see them move to one side, and
just sit there until it leaves. This is a good opportunity
to hit them with a down+A smash (they'll be on a lower part
of the castle). As always, forward+A smash is very welcome.
You can jump to the other side of the steeple, and wait for
them to walk right into it ^_^
Rainbow Cruise:Hehe, this level is a lot of fun. You're
fighting on the airship from Mario 64's 15th level. On here,
you should just use standard fighting technique. After a
little bit, the airship will crash into a platform, and
"sink". You have to make your way onto the series of
platforms, and battle there! The level is now scrolling.
What I do is try to stay ahead of my opponent, and wait for
them, always ready to smash. Beware of donut blocks, which
will fall if you stand on them. Also at the end, when you
loop back to the ship, make sure you don't get stuck when
the screen scrolls down, and fly off the top (it's really
embarrassing, trust me ;) ).
Kongo Jungle:A level taken out of Donkey Kong Country, this
is one of my favourites ^_^ Your forward+A smash can often
kill a foe in only a few hits, due to the small size of the
level. Up+A smashes are also useful, when someone is coming
to drop down on you. Beware of the KlapTrap in the river!
He'll kill you very fast if you touch him. On a sidenote,
the music in this level kicks ass! w00t w00t for DK Rap!
Jungle Japes:Another level taken from Donkey Kong Country.
This level is rather bland IMO...there are more KlapTrap
coming down the river....I like to sit on either the left or
right side, and wait for someone to come, then nail them
with a forward+A smash. The middle is dangerous, because
they can come at you from above or below. The music
definately isn't up to Donkey Kong par either.
Great Bay:A kinky level taken from Majora's Mask, involving
a 40 year old gay elf, and a Turtle with trees growing out
of his shell. If that doesn't turn you on, I don't know what
will! Tingle, the aforementioned elf is always hanging from
a balloon. This balloon acts as a platform until someone
pops it. The turtle is a good place to fight....that is
until it decides that it wants to leave, placing you in the
middle of the bay... I suggest you stay off the turtle, and
bat your enemies over onto it.I generally just stay on the
middle platform, and act as if I'm edge guarding. Guys will
die off the left side of the level with only a few smashes.
Rolling Dodges are a big help in this level, for dodging
enemies that like to grab onto the ledge, and attack on
their way up, or even roll past you.
Hyrule Temple:My ultimate favourite level! This place is
massive! It's inspired by something or other from Zelda, and
it looks to be ruins, but I can't quite figure out
where...oh well, this place is still awesome. You can stand
pretty much anywhere, and just wait for someone to come walk
into your forward+A smash. Also, if I'm above someone, I
like to jump down and down+A them in the air, then L cancel,
and roll to the side, where I follow up with a forward+A
smash. Yay ^^ If you're fighting in the bottom section of
the level, damage levels can reach upwards of 350%(!!)
because you don't exit the level, you simply fly around like
a pinball. If your damage gets above this, and you're in a
Time match, just jump off the edge. Better than your
opponent getting a KO ^_^
Yoshi's Story:A level taken from....you guessed it, Yoshi's
Story! This level is really crappy if you ask me...it's
really small, and really bland, and just reaks of bad
design. Shyguys are flying around carrying food, so if you
need a little health, take one out...other than that, jsut
use standard tactits, for this standard level.
Yoshi's Island:This is Yoshi's good level, taken from Super
Mario World for SNES. Rolling Dodges are everything in this.
Dodge, smash, dodge, smash. This technique always works for
me, whether it's against CPU or human. Throwing items is
good too, especially when they're up on the hill to the
right. It'll get bouncing around really good, and well, you
never know what it might do =D Sitting on the very left of
the stage is good too, because your forward+A smash can
reach them when they're walking up the pipe.
Fountain of Dreams:A level taken from the Great Cave
Offensive of Kirby's SuperStar, this level is basically just
Yoshi's Story, with a pretty background. Standard techniques
*yawn*
Green Greens:A stage taken from the very first Kirby game
for gameboy, this is a lot more fun than Fountain of Dreams.
The yellow blocks that fills the gaps in the stage are
destroyed when hit by anything. There are also bomb blocks,
that you must be wary of, as they will blast you out quite
quick....a good strategy is to go to the right or left, and
when they come for you, roll towards the middle, and smash
them off. Then edge guard with Flare Blade.
Corneria:Another one of my favourite level, taken from Star
Fox 64, and basically a shrunken version of SSB's Sector Z.
This level is great for edge guarding, and a lot of fun!
Smashing is the key as usual, and rolling dodges are quite
useful. If you can get them cornered against the wall on the
lower level, do a Double Edge Dance with the 4th hit being
down+B for some good damage. Watch out for Arwings and
Wolfen firing pot shots at you and the crew.
Venom:Another level taken from Star Fox 64, this is on the
Great Fox again, but on the wings, rather than on the main
body. Again, there are Arwings and Wolfen shooting at you. I
like to wait on the opposite side of the ship, then
forward+A smash them, or Blazer. Lol, one thing that I
learned the hard way, is that when you're in a cave, you
can't die off the side. I was edge guarding Falco in event
49, and the bastard just kept bouncing back! After about
300%, I just used Blazer, but this is something to keep in
mind.
Flat Zone:Hehe, a cool little level, inspired from an old
handheld game called Game&Watch. The level is 2D, so 3D Roy
looks quite out of place :) Fighting is just regular
tactics, as they can't go far at all on the sides before
they die. Be sure to watch out for falling tools. These pack
quite a punch, as I've died on more than one occasion to a
bucket or a hammer. Occasionally a little fella will come
and spill some oil on the floor, which will make you slip
and slide. Not much of a big deal, but a cool effect ^_^
Brinstar:A level based on a planet you visit in Super
Metroid, this beauty is quite a death trap. Lava will
frequently rise, so I advise you stay on the top platform.
The lava hurts a lot, and once you're in, you'll take a few
hits before you come back, IF you come back. Otherwise, I
like to stay on the left or right platform, and edge guard.
Fun stuff :)
Brinstar Depths:An aesthetically amazing level, this was
taken from Metroid as well. In the background, you'll see a
large Kraid, a creature who will take a swipe at the entire
level and rotate it!!1 Awesome! This is a great level! In
any one on one match, I like to head to the small lone rock
platform, and just stay there, edge guarding. If he rotates
while you're there, you can get yourself stuck underneath
the level, which can be the perfect place to kill time if
you're in the lead of a Time match. Good luck ^^
Onett:A busy little town from Earthbound for the SNES, this
is the first city you come across. Occasionally an
exclamation mark will appear, and a car will zoom across the
bottom of the level. Make sure not to get hit by this, as it
has a good chance of killing you. The platforms in the
middle will sometimes collapse, putting an interesting spin
on things. Personally, I like sitting on the power wires on
the right side of the level, and just edge guarding.
Fourside:The second city from Earthbound to make it to SSBM,
this is the fourth city in the game for SNES. This level
takes place atop skyscrapers, and a scaffolding that moves.
Also, every once in a while a UFO will come for you to
battle on. The surface is very slippery, so be wary. This is
a great level for just sitting and waiting for people to
come to you! Beware though, as they have a large skyscraper
for a vantage point, and can throw items at you easily. Try
catching them mid-air, then throwing them back! That'll show
em ;) If you can, try to use your mid-air down+A to smash
people down the gaps. Often they can't get back up ^_^
Mute City:This is a racetrack taken from the futuristic F-
ZERO circuit. You'll be travelling along the track on a
platform, periodically stopping, to battle on the track.
Beware of passing racers, as they can hurt you a lot
(they're going over 400 kph after all). For this level, I
just go AWOL, and run around dash-attacking people. It
doesn't pay to use your forward+A smash here, unless you're
edge guarding. The pace of this level is very fast, and you
have to keep up with it.
Big Blue:A really awesome level, where you're fighting atop
F-ZERO racers! You start on the Falcon Flyer, and can move
to other racers that are passing below you. Since the racers
are moving really fast, be careful not to touch the road.
You'll be left behind. There are platforms that float around
sometimes. I encourage you to fight on these, as they are
much safer than the cars. I like the down+A mid-air attacks,
to smash people right into the track, then get back to the
cars with a lateral Blazer (hold left/right while doing it).
Good luck, as this is what the level often comes down to!
Pokémon Stadium:A level inspired by Pokemon. This is a
stadium that pokemon battles are held in. At first, the
level is quite simple. Only 2 platforms, and not much
special about it, other than the video screen in the
background, that shows battle statistics. Once you wait a
bit, the level changes to either a water, fire, or earth
themed level. Kewlio! This is a level for standard tactics.
Edge Guarding is useful, but if they have good recovery, it
could be a while before they die, as the actual out of
bounds area is quite far from the level. An item that lands
on one of the floating platforms is best grabbed in mid-air,
rather than jumping up and grabbing it. This can save time,
and maybe even your life!
Poké Floats:Lol, a crazy level inspired by a ton of
different pokemon! The CPU really sucks at this level, and
will SD a lot. Always stay on your toes, and be wary of
sudden change. If you get on one that looks like it's gonna
stay for a little bit, hit the enemy with forward smashes,
and Double Edge Dance. Otherwise, down+A in mid-air, and
Blazer is always a good bet, when the level is changing.
Hehehe, isn't Psyduck just soooo cyute!! Heh...Roy isn't the
greatest for this level with is meager jumping abilities,
but you should be able to pull it off ;)
Mushroom Kingdom:A level inspired by Super Mario Brothers 1!
This is a cool level, that brings nostalgia to the air ^^
The bricks are destroyed in one hit, and the ? blocks
produce items. The small gaps are a good place to die with a
misplaced Blazer, or someone who decides to meteor smash you
down there, so be wary. Other than that, it's just standard
edge guarding, forward smashing, Double Edge Dancing fun :)
Mushroom Kingdom II:A level taken from Super Mario Brothers
2, this level is kinda plain. The 2 gaps are easy to die in,
but also easy to kill others in (dodging green missiles, and
skull bashes is fuuuun!). I prefer to stay on one side, and
just guard the edge. When Birdo comes to peg you off in the
back of the head with eggs, move to the middle, and use
rolling and smashing techniques.
Kongo Jungle:A stage from SSB, that is quite bland. The only
excitement you'll get from this is jumping into the barrel
cannon floating around the bottom. Something to note is that
you can up up through the main level, which might save you
as some point. I just stand on one side or the other
charging a Flare Blade or forward+A smash. As always,
rolling is a good idea.
Yoshi's Island:What the...*does a double-take* Is it just
me, or is the only thing separating this from Yoshi's Story,
the fact that this level has disappearing clouds...gawd,
what a boring level... I suggest you smash your foes out to
the right clouds. They've gotta come back sometime, and
you'll be waiting as ye loyal edge guarder. Other than that,
standard...*yawn*
Dream Land:Yet again we have another plain jane level. Other
than the occasional wind blowing you to the side, this level
is as basic as it gets. Standard tactics again (bet you're
getting tired of hearing that ;p)
Battlefield: This is about as plain as they get. One thing
to note is that from the main platform, you can hit people
standing on the left and right platforms with your up+A
smash. This often comes in handy. Standard tactics
again....*sigh*
Final Destination:This is definately one of my favourite
levels. It's so simple, and yet so great! This is perfect
for just sitting back, dodging projectiles, and doing what
Roy does best;his forward+A smash! That's all you need for
this level, other than items, and Flare Blade for edge
guarding. Plus it's got cool music and everything. Yay!
///////////////////
12-Words Of Wisdom
\\\\\\\\\\\\\\\\\\\
These are my final thoughts...and things that you should
always remember when fighting as Roy:
-forward+A smash is ALWAYS a good idea. Period.
-Blazer is great for tiny enemies, or multi enemy matches.
-If you see an attack coming, or sense it for that matter,
roll past the person, and smash them from behind.
-always edge guard with Flare Blade
-don't be afraid to take risks...they often pay off
-drugs are bad, mmmhay?
-go check out Roy's 33rd sound clip in the sound test! It
rocks! Yes, the best thing you'll ever do with Roy is listen
to this! It's one of his victory speeches, and in english it
means "For those that I must protect, I cannot lose!".
Awesome, simply awesome!! =D
////////
13-FAQs
\\\\\\\\
Q:What do Roy's other voices mean?
A:Dunno, check for them in a later version -_-;
Q:Why do you suck so badly at writing?
A:Damnit, I don't know, quit making fun!
Q:Who let the dogs out?
A:My sister, but that's a long story.
Q:What other games do you like to play?
A:Perfect Dark, Pokémon, Super Monkey Ball, etc. I also
enjoy many RPGs, and have beaten every Final Fantasy game.
Q:Will you be my friend?
A:Probably, beggars can't be choosers after all.
Q:Are you really uglier than Giga Bowser?
A:You be the judge.
www.geocities.com/xxfunkytoadxx/erik4.jpg
Q:Are you just making up questions and answers to take up
more space.
A:Get a life.
Q:Can I go now?
A:Nope.
///////////
14-Closing
\\\\\\\\\\\
Well, you've just spent the last few hours, reading about
how I play with Roy, and the best ways to confound your
opponents with him. Now it's time that you should be
leaving, to go out in the world, and make your own
strategies, and maybe come back one day to beat your
master.....*sniff* Goodbye Grasshopper.
///////////
15-Credits
\\\\\\\\\\\
I'd like to thank the following people/organisations, etc:
CJayC-for maintaining such a great site, and hopefully
posting this ;)
Nintendo-for taking my soul in exchange of a
GameCube...err...I mean, for making GameCube such a great
system....
Marissa-My best friend in the whole world, who is the reason
that I'm even alive right now ^^
HAL-for making this beauty of a game
Roy-well, if he wasn't here, this FAQ would lose a lot of
credibility, no?
[email protected] on Meteor Smashes, and Screw Attack
Buckwheatz Revenge:For giving me a bunch of info....wheee.
//////////////
16-Disclaimer
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I own this guide, and it is protected by copyright...so
don't plagiarize, got it? I'll sue yer ass faster than you
can call for your mommy. The only thing I own is this guide.
All characters, trademarks etc, are owned by HAL and
nintendo.
*EOF*