Ultimate Edition, Nintendo Super Smash Bros. He can side-b1 but it doesn't stall momentum/mix up landings like it does for Marth, his neutral-b is shorter range than Marth's and shouldn't be working very often considering it does very little to shields (in contrast) and high start up. Boomstick: Marth then got with his childhood friend Caeda, and you most likely know what happened from there. Ultimate Edition, Nintendo Super Smash Bros. 4. Wiz: Caeda being the princess and future wife of Marth fought alongside with him as a pegasus knight. Roy's Neutral B has superior frame data overall (4 more frames of startup lag but 12 less endlag frames) but no shield breaking capability. New comments cannot be posted and votes cannot be cast. This is where the bulk of the discussion should be. Nair doesn't cover well above his head while Uair does and provides some additional D-throw options. Boomstick: He has many feats! The most worrying thing is that you write of the entire grab game argument. Easily goes to Marth, who ranks 24-25th in fall speed compared to Roy at 5-8th. Roy's sour spots in some cases are not very helpful to his game play. In terms of follow ups, Marth is getting sour spot follow ups on aerials at nearly all percent (or solid trap base) and can be more aggressive in juggling while Roy tends to be cooped up to the ground forced to punish landing attempts. Roy Vs Marth is a bonus episode made by Roymaster11 featuring Roy lord of Pherae vs Marth the Hero-King. Roy's sourspots in this game I would argue are a lot more useful than Marth's and are in fact essential to making the character work at high level. Wiz: And back when Marth was the best, and Roy was one of the worst. And then there's the grab game argument. Now on top of the, the movement options available to both Roy and Marty are really solid (due to amazing fox and dance trots for both) but Roy gets more use out of b reversals and wave bounces, and also the movement options favor his sweet spot over Marth's tipper for precision reasons. You must log in or register to reply here. Boomstick: And having no promotion makes him very skilled for that very reason, and he doesn't even need it. Wiz: Despite Roy being inexperienced he has shown on many occasions that he is very smart outsmarting the likes of Bern even! Tipper UAir in particular is the goat as not only is it safe on block but also true combos into UTilt and Blazer at relevant kill percents. As player skill rises, Roy's single hits at 50% success rate is going to mean less a majority of the time (bar the enemy landing into fsmash) to Marth's 60% success rate with more immediate follow up options available to him. Marth does have a better recovery, and more range overall, and his tipper F-smash is comparable to Roy's hilter F-smash, albeit with shorter range but better frame data. When landing in Marth's sour spot, at times the hitstun isn't quite nearly enough to land a proper followup without facing a 50/50. Things to remember: I don't think so, his fail definitely is though. Good input. It's a bit more split now. Add photo Roy Vs Marth is a bonus episode made by Roymaster11 featuring Roy lord of Pherae vs Marth the Hero-King 1 Description 2 Interlude 3 Roy 4 Marth 5 Intermission 6 Fight 7 Results Two of the original Melee Fire Emblem reps fight to the death! One thing I've noticed between the two is that while Marth has a tipper hitbox, which maximizes the utility of a disjoint, Roy tends to have more "sweetspot" hitboxes, albeit less powerful typically by about half a %. Im a marth player and Im also trying to pick up roy. This allows Marth more time to make maneuvers and mindgames off stage while still being able to return to the ledge, whether it be putting out more hitboxes/aerials, or simply just being out there to put pressure on the opponents recovery DI. Forward B a lot and don't get hit or you're dead. Something most lords can't do have the fire! Oh yeah, ledge trump back air.... can Roy do that? Excellent for exploiting characters with predictable recovery patterns. Wiz: Roy is a talented tactician, and has defeated the likes of Zephiel and Idenn. Best combo tool, best approaching tool, best retreating tool, best aerial for relieving pressure, etc. I think its pretty clear here that Roy's throws are superior, except for the use as kill throws and only by a few % difference. go premium to hide all advertisements and this notice. I think that's really all that's faster. Wiz: And Roy has then pulled the Sword of Seals, his primary weapon. Marth was placed in Super Smash Bros. Melee due to heavy requests from Japanese players; as his games had never been released outside of Japan prior to Melee, his character was among the most obscure in the game in other regions. Use Smashboards links to get your gaming stuff and support the site, Super Smash Bros. tipper bair can kill sub 100% at the ledge against a lot of the cast. Wiz: Marth is the Hero-King of Altea, having great swordsmanship of his own. I always thought of this comparison like the Marth/Lucina one in which Marth for most if not all purposes is superior due to his tipper mechanic. That is some bad ass kid. I believe we were having a discussion in another thread in these boards about the playstyle differences between roy and marth. You are not getting smash attacks or up-bs with good DI at kill percent. JavaScript is disabled. ; Marth and Roy are the only characters in Melee who can turn around in midair, by using their Back Aerial. Like holy shit how strong is this kid!? Boomstick: Yeah, he is still young meaning he is inexperienced. You didn't discuss their frame differences much either - Roy has the easier to sweetspot Fsmash, but its frame 14-15 vs Marth's 10-13. With Marth you only really want tippers but with Roy you want tippers until you're able to confirm into sweetspots. "If you will allow me, I will be your strength,". Roy can throw out four fairs or two fairs and an up air off stage and still recover. Marth debuted in the first game of the Fire Emblem series, Fire Emblem: Shadow Dragon and the Blade of Light. Marth's better aerial control suddenly starts to make Marth shine in more difficult match ups as his variability in timing and ability to mix up is superior to Roy, if Roy is successful 50% of the time with more single hit reward compared to Marth being successful 60% of the time but with less reward (magic numbers), Marth is going to end up better in almost every match up at tournament level if both sides know the match up. So when he's on offense this isn't relevant due to his disjoint. Mid-high seems to be the average consensus. http://www.gamefaqs.com/gamecube/516492-super-smash-bros-melee/faqs/16680. As an Amazon Associate Smashboards earns from qualifying purchases. Both are unsafe on shield, and have options against shield, however Roy's option (grab) is less telegraphed and comes out twice as fast as Marth's Shieldbreaker. There's not really a way out of these assuming appropriate %s, and Roy even has F-throw as a mixup, allowing Roy to create Tech chase and Jab lock situations as a mixup. How to Create Your Own What-If Death Battles, General Death Battle TN and Template Blog, Death Battles under construction for 1 year, https://deathbattlefanon.fandom.com/wiki/Roy_Vs_Marth?oldid=1145392. Full hop FAir in particular is amazing thanks to his relatively low full hop combined with his air speed and mobility and of course FAir's early FAF. All of Marth's aerials have less landing lag except for Fair, but all of them have a later FAF, meaning while Marth can act out of landing from an aerial faster (SHFF), he cannot double-Fair as easily as Roy can (air combo). Press question mark to learn the rest of the keyboard shortcuts. Boomstick: Oh yes melee... Wiz: And back when Marth was the best, and Roy was one of the worst. by VGBootCamp. Boomstick: But how about to the death, who would win? Welcome to Smashboards, the world's largest Super Smash Brothers community! MEH. Something else of note on aerials: Marth's Bair, and possibly Fair and Uair autocancel in a short hop while none of Roy's aerials do. Marth gets a slight edge in the matchup, but Roy is almost absolutely better across the board everywhere else. Also his shffl is faster. This is the biggest point and a hard thing for non-experienced players to grasp, when Marth is in the air he has many options, when Roy is in the air he has one option. 3. Marth's dthrow does combo into uair/bair/up B at low to mid percents.


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