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ROY
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Roy starred in the Super Famicom (a.k.a. "Super Nintendo" in other
countries) series entitled "Fire Emblem." Unfortunately, none of the
games made it to America, or any other countries as far as I know, but
Roy -- and Marth, for that matter -- made an unexpected comeback one-
twenty-eight-bit style for the Nintendo Gamecube.
In a nutshell, Roy lead Pharae's armies into battle after his father,
the son of the lord of Pharae Principailty, became sick. Long story
short, our hero started out on the classical grand adventure that
fighters so often do when destiny calls.
Roy is what Marth is and isn't: Both Marth and Roy make nice, solid
blows, and both have the feel of a refined swordsman, but where Marth
excels in grace, Roy is a little more of a powerhouse.
Roy is a good all-around fighter, and often has the advantage of a
longer reach when it comes to close-quarters combat, due to his sword.
Since the blade's reach is wider than most other attacks, Roy can cover
almost all sides of his person without having to worry too much about
where the enemy is coming from. He deals out more damage than most
players, too, and can dodge and leap his way through danger if his
position is getting a bit too iffy for the player. Moreover, his
stature is a wee bit on the short side, a detail that several players
overlook. On hilly areas, his height allows Roy to avoid attacks
easier.
Roy, however, has three primary disadvantages over the average
character: The first and most important two, is that he tends to be a
bit slow, and appears to have sub-par recovery times, so panicky
situations could leave you as a colorful smear on the floor, and we
wouldn't want that, now would we? The third thing that one does not
notice at first is the fact that Roy cannot defend his backside very
well. Like Marth, his attacks generally cover frontal and aerial
opponents, so if you know what's good for you, you'll keep Roy out of
the fray.
But his good points more or less outweigh these petty little details,
and in the hands of a player who at least knows what he's doing, Roy
can dish out some pretty serious harm.
CLASSIFICATION: Swordsman
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| Regular Attacks |
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Roy spins around and swings his sword overhead. This move is quite
powerful, easily among the stronger smash attacks in the game, and it
can K.O. an opponent even if their damage is in the low eighties.
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Roy will lash out with his sword in front, then in back. Since this
move is so low, it usually hits only enemies on the ground. Also, the
second slash (to the back) is slightly weaker, but both have decent
K.O. rates.
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Roy thrusts his sword straight up. It is deceptively strong, because
any enemies caught in it will receive up to five hits, with nice flames
surrounding the opponent as they sail up into the air. Though the
damage is respectable, its chances of knocking out an opponent are only
average.
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| Special Attacks |
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Flare Blade: This one's a pleasant surprise to watch for the first time, especially
if it's fully charged. Just hold down the B button and Roy will assume
a ready stance while charging up. Release, and Roy will bring his sword
down in a vertical slash. This move isn't so much damaging as it is
impressive; even if it's barely charged at all, the opponent will go
flying through the air as long as they have a fairly high damage
percentage. Charging this move up all the way will take quite a while
(and thus is unfortunately not worth it unless your enemy is a complete
idiot), even longer than Marth, but the payoff is spectacular. Instead
of a normal slice through the air, Roy will smash his sword into the
ground in the same motion, resulting in a huge explosion that almost
guarantees an instant K.O. unless the arena is very large. Oddly
enough, though, the explosion's range is only slightly higher than the
original attack.
I wouldn't recommend charging this one up too much, because you're a
pretty easy target, especially from behind. Nonetheless, the range is
better than average, and makes for a nice finish to any enemy.
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Double-Edge Dance: The Double-Edge Dance, like Marth's Dancing Blade, causes Roy to lash
out with a series of up to four blows with his sword. The result of
Roy's attacks are slightly different than Marth's, though. The keys to
this attack are the use of the joystick and the B (or A, if you prefer)
buttons, and precision timing. Pressing Forward+B only starts the
combination; the rest of the combo is up to you. After the initial
swing, you can press Up+B, B, or Down+B for each successive swing to
employ any of three attacks for each stage in the combination. (Get all
that?) For example, you could start with Forward+B, then go on to use
B, Down+B, and finally Up+B. Each joystick and button combination
produces a different result for each attack, so the only thing I can
say to use it efficiently is "practice, practice, practice!"
Oh, and one more thing.... Have you even fallen prey to the cry, "I
can't use Marth's and Roy's Forward+B attacks!"? Again, timing is a big
factor in this move. If you tap the B button too quickly, Roy -- or
Marth, whichever -- will respond only to the first one. Try tapping B
after each time Roy FINISHES his attack, not while he's in the process
of swinging. With practice, you can learn the timing of each attack and
get faster and faster, so you can use this move quickly and
effectively.
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Blazer: This move is great to clear out any annoying opponents that stick close
to you. When employing this technique, Roy flies into the air with his
sword out, exactly like Marth's Dolphin Slash. The most obvious
difference between Marth's attack, though, is that Roy's hits multiple
times.
You can switch direction as soon as you pull this move off, which is
often handy if there's an opponent coming in on you from behind. For
example, if you're facing right, press Up+B and immediately pull the
joystick to the left to have Roy turn around just before he leaps up.
If you press in the direction that Roy is facing, you can also go a bit
farther. This move can be used as the triple jump, but since it goes
almost completely vertical, you'll have to wait until the last second
before using it.
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Counter: This move is a little difficult to time, but is well worth it. Roy will
just adopt a defensive posture and flash purple for a moment. During
this time, any physical attack from another character will result in a
(surprise, surprise) counter-attack from Roy. This move is especially
handy against strong characters like Captain Falcon; Even the Falcon
Punch can be countered by this move! The only downside to this move is
that it has a terrible recovery time, so Roy can be smacked around to
the opponent's content after he lowers his blade. Obviously, unless
you're extremely lucky, this move is not good to use in the middle of a
brawl.
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| Strategies for Roy |
Swordsmen -Link -Young Link -Marth -Roy |
Usually, when fighting against the same type of opponent, it all comes
down to which player is more skilled, but Roy is an exception to the
rule. Although Roy is generally the slower among the bunch, he actually
does pretty well against other swordsmen. His attacks are not very easy
to dodge, and if Roy gets in a tight spot he can get away without too
much hassle. Bottom line: Just stick close to your enemy, wait for them
to make a mistake, then let 'em have it! And if things get too tough
you can back off a little and wait with a good, strong attack ready.
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Speedsters -Fox -Falco -Pikachu -Pichu -Captain Falcon |
Roy does best at close quarters, so these guys can be a problem. Moving
yourself up and dancing just out of their reach is a good idea, because
you can strike when they're not expecting it and you can take off if
they have the upper hand. Thus, dodging is a must for speedsters.
Rolling dodges are especially effective. Just make sure you have an
escape route and if you're going to attack, do it quick and get out of
the way again. Try to avoid jumping.
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Close Range -Dr. Mario -Mario -Luigi -Yoshi -Mr. Game & Watch -Ice Climbers |
Roy does better than average with most close-quarters combatants,
because of his long-reaching blade. Straight-on attacking is all good
and fine, but if you can master dodge techniques, you'll have these
guys in your pocket. When they start busting out with smash attacks,
just give them a good whack to get them away and chase after them.
Also, don't try your stronger attacks at first -- remember, you're
slower than they are, so try chipping at their health first before
unleashing your more devastating blows.
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Long Range -Ness -Samus -Mewtwo
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Roy doesn't deal with projectiles well from a distance, so if this type
starts giving you problems, chase after them and kick the tobacco juice
out of them. As long as you stay close, long-range fighters will have
difficulty dealing with your more powerful attacks.
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Lightweights -Kirby -Jigglypuff -Peach -Zelda |
These guys can be a real pain. Since these characters focus on wearing
you down slowly but surely from a safe distance, you might find it a
trifle difficult when they start pulling hit-and-run moves. Roy, as is
true with most other slow characters, will have to focus on standing
still, moving only to leap out of the way, dodge, or chase after the
fleeing opponent. These guys are everything you're not (fast, quick to
recover, etc.), so try and hit them when you can, and hard.
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Heavyweights -Donkey Kong -Bowser -Ganondorf
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Roy is one of the few that can compete with this category easily, since
he has enough strength to match them and the agility to maneuver in
ways that they can't. Simply counter their slower nature with well-
placed blows, and since they tend to cover their behinds worse than you
do, take advantage of any time they're not paying attention to you. In
no time you can whittle them down enough to smash them to kingdom come!
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