Roy

Roy is a playable character in HDR: Soul Remix.

In HDR, Roy is reworked to be the fastfalling combo cousin of Marth, and as such has received normals similar to his appearance in Melee/PM. Just like in those games, he remains somewhat of a glass-canon character, although the HDR-style airdodges assist him a lot with recovering where his predecessors would usually not make it. He has an explosive on-stage presence and a lethal combo game to boot. His jab can jab-lock now, and remains the same amazing combo tool it was in ultimate, albeit unsafe on shield. D-tilt knocks upwards like in his previous games, although less effective because of crouch canceling not being as strong a force as it used to be.

Dair has also been given a complete makeover and combo's near the tip and spikes at his head, just like in Melee/PM.

Changes compared to vanilla (as of 8.4.0a)
·        Attributes:

§  Initial Dash Speed: 2.2 🠚 1.675

§  Run Speed: decreased →  1.844

§  Run acceleration (base/additional) decreased 0.033/0.077 -> 0.033/0.0

§  Traction: 0.107 🠚 0.085

§  Air Speed: 1.206 → 1.18

§  Fall Speed: 1.8 🠚 2.4

§  Fast Fall Speed: 2.88 🠚 3.024

§  Gravity: 0.114 🠚 0.115

§  Initial Jump Velocity: 17.0335 🠚 11.0718

§  Hard Landing Lag: 2F 🠚 4F

§  Model Scale Multiplier: 0.96 🠚 0.98

§  Shield Radius: 11.9 🠚 12.4

§  Slightly decreased downwards airdodge distance (19 → 16)

§  Footstool vertical jump speed multiplier normalized (full hop/short hop) 0.8/0.5 -> 0.815

Roy does his jab from ultimate, an amazing combo tool that's left relatively unchanged


 * FAF: 23 🠚 24
 * Sweetspot BKB increased, KBG decreased, sourspot damage increased, angle decreased, BKB increased
 * Jab damage decreased 6.5% →  6%, angle increased: 62 -> 64
 * BKB increased 40 → 50
 * hitbox duration increased F5-8 -> F5-9
 * jab can now jab lock, locking hitboxes damage 8%/8%/6% -> 4%/4%/3%

·        Forward Tilt:

§  FAF: 34 🠚 37

§  Sweetspot Damage increased; BKB increased (50), KBG increased (111)

§  Sourspot damage, BKB, and KBG (67) increased, angle decreased, hitbox enlarged

§  midspot BKB increased (40) and KBG increases (107), damage increased

§  Ftilt damage decreased (sourspot/midspot/sweetspot) 9%/10%/14% -> 8.5%/10%/12.5%

§  FAF increased 34 -> 40

§  hitboxes now active on F7

·        Up Tilt:

§  FAF: 39 🠚 36

§  Utilt sweetspot and sourspot damage increased; sourspot hitbox size increased

§  BKB increased (sweetspot/sourspot) 35/30 → 38/33

§  Utilt sweetspot angle readjusted (early/late) 98/98 -> 105/85

§  body hitbox now active throughout entire move

·        Down Tilt

§  Move now sends upwards at an angle of 84

§  Dtilt sweetspot and sourspot size increased

·        Forward Throw

·        Up throw

·        Down Throw

§  Dthrow FAF decreased 42 -> 41

·        Back Throw

·        Forward Smash

§  sweetspot now has a fire hit effect;

§  sweetspot BKB increased 60 -> 65

§  sweetspot  KBG decreased 78 -> 76

§  midspot BKB increased 60 -> 65

§  sourspot damage increased

§  sourspot KBG decreased 75 -> 73

§  FAF increased 55 -> 60

·        Up Smash

§  Usmash launcher KBG increased

§  KBG increased 96 -> 98

·        Down Smash

§  Dsmash now sends upwards; sourspot damage increased

§  Dsmash shoulder hitboxes added

·        Dash Attack:

§  FAF: 46 🠚 42

·        Neutral Aerial:

§  Hit 1 now uses set weight KB instead of hit 2; BKB and KBG decreased; Angle changed to 361; Hit 2 now comes out faster

§  Hit 2: F15 🠚 F13

§  sweetspot and sourspot damage increased; sourspot KBG increased

§  Hit 2 tipper angle decreased 50 -> 361

§  Hit 2 KBG increased 80 -> 85

§  launcher KBG increased, BKB slightly decreased; initial hit BKB slightly decreased to connect better while falling and on aerial opponents, 5F base hitstun added

§  Nair 2 shieldstun decreased 3F/4F -> 2F/2F

·        Forward Aerial:

§  KBG decreased; Startup decreased

§  Landing Lag: 8F 🠚 9F

§  FAF: 34 🠚 37

§  sweetspot and sourspot damage and KBG increased; sourspot hitbox enlarged

§  Fair sweetspot damage decreased 11% -> 10%

§  angle increased 50 -> 52

§  hand hitbox moved forward slightly

§  hitbox added to shoulder

·        Back Aerial:

§  Landing Lag: 10F 🠚 12F

§  sweetspot and sourspot damage increased; sweetspot now has a fire hit effect; sourspot KBG increased (91) and hitbox enlarged

§  sweetspot damage decreased 15% -> 14%

§  Bair sweetspot KBG increased 91 -> 95

§  angle increased 361 -> 50

·        Down Aerial:

§  Reanimated to arcing slash below Roy, hitbox positions readjusted to compensate

§  ground-only hitbox added to sweetspot, BKB 40 -> 50, KBG 90 -> 80

§  Startup decreased

§  Landing Lag: 14F 🠚 12F

§  sweetspot moved upwards

§  Dair sweetspot air-only hitbox BKB decreased 20 -> 18, KBG decreased 90 -> 85

§  priority given to sourspot hitboxes

·        Up Aerial

§  Uair damage decreased (sweetspot/sourspot) 10%/8% -> 9%/7%

§  BKB increased (sourspot/sweetspot) 20/40 -> 28/45

§  KBG decreased 85 -> 83

·        Double-Edge Dance (Side Special)

§  Roy will not fall in midair when performing the first swing of Double Edge Dance for the first 16F of the move

§  Double Edge Dance initial vertical speed 1.2 -> 1.6

§  Double Edge Dance air speed multiplier increased 0.7 -> 0.75

§  Subsequent uses of aerial Dancing Blade vertical stall duration decreased 12F -> 6F

§  Roy now glows the direction's respective color during Double Edge Dance

·        Blazer (Up Special

§  Slightly decreased Blazer distance (Aerial height multiplier 1.1 -> 1, ground height multiplier 1 -> 0.9)

§  launcher angle decreased 70 -> 60

§  Blazer launcher KBG increased 130 -> 140

§  Super armor reduced to damage-based armor, 10% damage threshold

·        Flare Blade (Neutral Special)

§  Flare Blade angle decreased 49 -> 361

§  hitboxes added to sword on F8-10

·        Counter (Down Special