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Seal the Deal! A Roy Smash 4 guide (UPDATE 11-17-15)

Seal the Deal! A Roy Smash 4 guide (UPDATE 11-17-15)

Game Versions
Smash 3DS, Smash Wii U
So, you wanna tame the Young Lion eh? Well you've come to the right guide to help you do so! I'm Shuko, and I'm going to give you a basic rundown on our boy's new playstyle.

:4feroy: is a much different fighter in Smash 4 than he was in Melee and Project M. He now has a huge increase in running speed, damage and knockback output, however it seems his damage defense has decreased. With his new buffed play style, Roy is like a velociraptor; He attacks fast and strong, but when singled out, he's quite vulnerable.

If you didn't already know, Roy has a sweet spot when he hits with his sword's base while his sword's tip does less damage. So basically, reverse Marth. But with that out of the way, let's get some percentages shown for his moves:



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:GCA: JAB n' TILTS

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Jab: 7% BASE, 4% TIP


Dash Attack: 13% BASE, 9% TIP


Ftilt: 12% BASE, 8~9% TIP


Dtilt: 11% BASE, 6% TIP



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:GCX:or :GCY: or:GCU: + :GCA: AERIALS

===============>

Nair: ~14% BASE, ~11% MID, ~9% TIP


Fair: 11% BASE, 7% TIP


Dair: 15% BASE, ~10% TIP


Uair: 9% BASE, ~6% TIP



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:GCCN: SMASH ATTACKS

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Foward Smash: 20-28% BASE, 12-16% TIP


Down Smash: 15-21% BASE, 10-14% TIP


Up Smash: 17-25% BASE, 13% TIP (Thanks HoodsxX!)



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:GCB: SPECIALS

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Neutral Special: 6-50% BASE, 6-36% TIP

This move is BOSS. It can be an instant KO on MOST characters, especially if you can fully charge it and hit your foe with the base from almost any point on the stage! That's our boy!

(With recent patches, this move has been nerfed and can no longer IKO every character when fully charged)

(Thanks Zwölfy!)

Side Special:

  • 1st Hit: 3% BASE, 2% TIP
  • 2nd Hit: 3% BASE, 2% TIP
  • 3rd Hit: 3% BASE, 2% TIP
  • 4th Hit: ~6% BASE, ~4% TIP

Up Special (Total): 16% BASE, 13% TIP


Down Special: 1.35 x % of countered move (Thanks KinkyTheSlinky!)

<===============>



Those percentages may not be 100% correct, and If I'm wrong about one, comment below the correction.



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:4feroy:STRATEGIES

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Roy is strong. Like REALLY strong. Maybe more so than even Ike is. Besides Roy's speed, this is his biggest asset. When your opponent happens to make a mistake or leaves themselves open, Roy's punishments are fatal. A simple fully charged Fsmash can easily kill at low percents or at least turn the tide of battle. With Roy's intense speed and power, use this to your advantage and constantly be on top of your opponent, and give them little room to breathe. However, this strategy will be difficult against long range fighters which are Roy's weaknesses as opponents.



Long range fighters can be a handful if you plan on mastering Roy. With him being so close range, he can be overpowered by most long range fighters and some mid range fighters. Though fret not, for I have a solution. If it's possible, try jumping over the projectiles that the fighters throw at you. If you continue to move, they wont be able to punish you as easily like if you were to shield or counter the move. So if you can maneuver through the projectiles and throw out a quick Nair of Fair, you should be in good shape. But don't let your guard down, for most long range fighters can fight close range pretty well (Fox, Falco, Dedede, Ness, ZSS). However, characters that can only fight really well in long range (Robin, Villager) could be easily overpowered by Roy's moves.



(UPDATE 11-17-15) If you're reading this guide, than you're probably trying to better your skills... And if you're doing that, than I'm sure you practice a good amount on For Glory mode.

Oh gods, here we go...

For Glory mode has some really annoying players (I think I speak for all of us on that one) that like to spam attacks or hide behind frequent shields or rolls. Well, unfortunately for them, we can COUNTER (Haha, get it?) that.

Because Roy is an absolute punisher beast, take full advantage of reckless players online and ruin them after they make a mistake. Roy can quickly and easily break shields, so use his flare blade to shatter the shields of the shield spammers. If it doesn't break right away, follow up with a fast dash attack or Nair.

When you catch your opponent rolling a bunch, set a trap and Fsmash them. If they're at the edge of the stage, try pivot grabbing them and pushing them back offstage. Roy's Nair to Fair aerials can be quite unforgiving.



My last advice for strategy is to not be afraid of taking lots of damage. Roy may seem to be a bit of a glass cannon, however he can miraculously survive to astonishing percentages. Adding extreme rage into Roy's already beastly moves can create monstrous attacks that can kill at around 30-40%!! Though this may be true, do not get careless. Roy's recovery move isn't fantastic on height, though it's good on attack power and horizontal movement. Just try not to get bullied offstage, and you'll more than likely succeed.

And that's all I have for strategy. If you guys have any suggestions on this bit, comment below, and I'll include anything I've missed.



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COMBOS

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With Roy's wicked speed and damage output, combos can be an absolute joy to execute. So let's get to it:


Jab--Ftilt I'll just say it now. Roy's jab is without a doubt his most useful move. I could see why you'd think I'm wrong, but hear me out. This move is really quick and has almost no end lag at all, and it's a beast for interrupting your opponents moves. This is a quick combo and great for when your oppenent gets in your face.


Jab--Fsmash Hell yes. This combo is a punisher, boys. This move can give you an easy 20+% with good knockback. Though this is slower than the Jab--Ftilt mentioned before. Use this when you're close range with the enemy.


Dtilt--Dash Attack A good combo to use to push your opponent away from you or lead them into the sky.


From this point forward, I will be explaining certain moves and what I found hooks up with them nicely instead of a common Combo list. Without further ado, let's do it!


Dthrow is a great move. It can set up some great aerials, or ground charges against your foe. This move seems to hook up well with Up Special and Utilt.

Utilt
can set up some good aerials, but I prefer a good Utilt into Fsmash if it allows. This combo gives you a smoother transition into Fsmash than any other combo listed. It covers a good amount of distance, and it can do some good damage too.

Dtilt is a really nice move for interrupting attacks and creating distance. If you're fast enough, you can land the previously mentioned dash attack combo or maybe a low Fair. It can also be used to stop a dash attack reliant player too, as this move has solid speed and distance.

And finally, for my last point of this guide, Counter is a great move, but use it sparingly. Use it only when you see the opportunity for an early or easy KO, or to get some pressure off you. Too many players tend to overuse counter and it results in fatal punishment.

<=======:4feroy:=======>



And that's the end of my guide! I am truly sorry it took me so long to complete this, and I am very appreciative of the kind reviews given by users. If it's requested, I may include a video later on, but I'm not sure if that would help too much more. But anyway, thank you!
Author
Shuko
Views
803
First release
Last update
Rating
4.71 star(s) 17 ratings

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Latest reviews

The guide's very helpful for a starter in Smash and a little boy that wants to pick up our boy. Gives some good things to know a bit about the Young Lion I also wanted to say that Jab>Dthrow>Jab>DThrow>Jab>Fair>Walk a bit and then Dtilt (Or Dash Attack) is a very good to get the enemy to ~50%.
Shuko
Shuko
Thank you for the review! I appreciate it!
Love the guide, very helpful! As I Roy main myself, I found out recently that Flare Blade actually got nerfed to the point were it won't OHKO heavier characters (especially Bowser) and a good porion of the medium characters from across stage.
Shuko
Shuko
Thank you for the review! And I actually had no idea about that nerf, so I'll add that in. Thanks!
Great guide! Quick question, should I try get the opponent into the air and get some aerials, or keep them on the ground?
Shuko
Shuko
thank you for the kind review! I'd try to keep a strong ground game going as long as you can, and if your opponent starts slipping away, throw them into the air and begin your aerial combos.
This is a great guide so far! I personally have been experimenting with Dthrow and its combos. So far, Pummel > Pummel > Dthrow > Utilt > Dtilt > DED (FFDD) is my go-to at >30%, but I'm doing a bit more "field tests" (read: FG with semi-good guys). Just be sure to look at Dthrow, it has amazing combo and reset potential.
Nice! Been looking for a good Roy guide and think I found the one!
Great Guide, maybe talk about the ken-ish combo
not a true combo but can catch people of guard
This is great. But I have a question, should I play Roy as a Rush-Down or should I just wait until I see and opening?
Shuko
Shuko
Thank you for the review! And I would try to rush them down more than waiting for an opening, though don't get cocky
Great guide, except megaman is more of a mid range or close range fighter.
Thank you for the guide, it's explain a lot of thing but I think that would be great if you add some True Combos. I'm trying to play as him, but I don'T have a real one. D-Throw + UpB is a good one but dodgeable. If you could find nice True Combos, your guide would be perfect! Good job for that guide :)
Interesting insight on strategies and cool data. Can't wait to see this guide develop. Roy's our boy!
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