Matchup Summary (Win Condition and Game Plan)
This matchup is a contest between Mario trying to slow Roy down with fireball and convert every close touch into Nair or throw pressure, and Roy trying to turn first contact into a much longer juggle and ledge sequence. Mario’s close-range buttons cycle faster and his vertical reward is high, but his reach is still short enough that Roy can keep the exchange outside of pure boxing range if he gets there first.
Roy should not answer every fireball by jumping. The steadier plan is to walk and dash through space in layers, then swing first with Nair, Fair, Forward Tilt, and Down Tilt so Mario has to fight through sword range before he gets the scramble he wants. Mario’s Nair and Bair are very safe, but his grounded buttons, Fair, Dair, Neutral B, and Side B all become real punishment windows once Roy blocks them, and that is where stage control starts.
The frame table shows Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Fair, Dair, Neutral B, and Side B are all punishable with OOS Uair (8f), OOS Nair (9f), Up B (9f), or Grab (10f). Jab strings, Up Tilt, Dash Attack, the smash attacks, and Neutral B even stretch to Up Smash and Fair, so Roy can cash out hard once Mario is near kill percent. By contrast, Nair, Bair, and Uair do not offer direct shield punishes here, and forcing those replies is how Mario restarts pressure or catches a landing with Up Smash.
The win condition is to interrupt Mario’s first close-range sequence once, then keep the advantage rolling through juggles and ledge pressure until Fair, Bair, Up Smash, or Up B finish the stock. Deep offstage chases give Mario too much room for Cape, F.L.U.D.D., or Fair reversals, so the more repeatable route is to kill him from ledge control instead.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Roy OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -14 |
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| Jab 2 | 2 | -16 |
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| Jab 3 | 3 | -25 |
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| Forward Tilt | 5 | -13 |
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| Up Tilt | 5 | -18 |
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| Down Tilt | 5 | -15/-16 |
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| Dash Attack | 6 | -17 |
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| Forward Smash | 15 | -22/-20 |
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| Up Smash | 9 | -20 |
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| Down Smash | 5/14 | -30/-20 |
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| Neutral Air | 3 | -2/-3/-3/-3 |
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| Forward Air | 16 | -12/-12/-13 |
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| Back Air | 6 | -2/-3/-2/-3 |
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| Up Air | 4 | -3 |
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| Down Air | 5/7/9/11/13/23 | -11 |
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| Neutral B | 17 | -23 |
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| Side B | 12 | -16 |
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| Up B | 3… | — | ||
| Down B (1) | 2 (+19) | — | ||
| Down B (2) | 21 | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not overjump at fireball. Walk and dash forward first, then make Mario deal with Roy’s Nair, Fair, Forward Tilt, and Down Tilt from sword range.
- After blocking Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Fair, Dair, Neutral B, or Side B, punish immediately with OOS Uair (8f), OOS Nair (9f), Up B (9f), or Grab (10f).
- Upgrade to Up Smash or Fair on Jab strings, Up Tilt, Dash Attack, the smash attacks, and Neutral B once Mario is in kill percent and the spacing is right.
- Since Nair, Bair, and Uair are not direct shield-punish spots here, back off and cover the next landing instead of mashing after every blocked aerial.
- Once Mario reaches the ledge, prioritize staying onstage and rotate Fair, Bair, Up Smash, and Up B over jump, neutral getup, and panic options.
Actions to Avoid
- Jumping carelessly over fireball and handing Mario the exact Nair or throw starter he wants.
- Swinging after blocked Nair, Bair, or Uair when the punish does not reach, then losing the next landing trap or scramble.
- Overforcing Side B or other big close-range bets instead of keeping Mario trapped in repeated juggle and ledge states.
- Chasing too far offstage and giving Mario room to reverse with Cape, F.L.U.D.D., or Fair.
- Winning one punish and then letting Mario land freely instead of extending the advantage until the ledge is involved.