Matchup Summary (Win Condition and Game Plan)
Mythra controls neutral with elite dash speed and long sword buttons, so Roy loses the matchup flow when he keeps running straight into Forward Air, Back Air, Up Air, and Down Tilt spacing without ever reaching the close-range hitbox he actually wants.
The table also shows that Mythra’s Jab 1, Jab 2, Jab 3, Rapid Jab Finisher, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Smash, Up Smash, Down Smash, Neutral Air, Neutral B, and Side B all give Roy real answers with OOS Uair (8f), OOS Nair (9f), Up B (9f), Grab (10f), or OOS Bair (11f).
That makes the stable plan to accept that blocked Forward Air and Back Air are usually not immediate punish spots, enter through dash-ins and landing reads instead, and once Roy reaches close range, convert Weak, Neutral Air, and Up Tilt into corner carry before Mythra can reset.
For kills, Roy is better off forcing ledge and recovery checks with Forward Air, Back Air, Up B, and Forward Smash than swinging early in center stage, because Mythra is light but too fast to give repeated neutral resets.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Roy OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -15 |
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| Jab 2 | 4 | -23 |
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| Jab 3 | 4 | -20 |
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| Rapid Jab | 8/12/16… | — | ||
| Rapid Jab Finisher | 6 | -27 |
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| Forward Tilt | 8 | -11 |
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| Up Tilt | 7 | -14 |
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| Down Tilt | 5 | -11/-10 |
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| Dash Attack | 9 | -22 |
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| Forward Smash | 14 | -26 |
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| Up Smash | 9/12/17/22/26 | -40/-21 |
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| Down Smash | 8/14 | -28/-30/-22/-24 |
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| Neutral Air | 8 | -10 |
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| Forward Air | 8 | -7 |
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| Back Air | 10 | -7 |
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| Up Air | 9 | -5 |
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| Down Air | 13 | -7 |
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| Neutral B | 9/20/30/40—69/80/90/99/109 | -21 — -8 |
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| Side B | 18/25/32/39/46/54 | -47 |
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| Up B | 10/40 | ** | ||
| Down B | — | — | ||
| Grab | 6 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Do not challenge Mythra’s outer sword spacing head-on every time; use dash entries and landing reads to reach Roy’s close-range hitbox more often.
- After blocking Jab 1, Jab 2, Jab 3, Rapid Jab Finisher, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Smash, Up Smash, Down Smash, Neutral Air, Neutral B, or Side B, punish with the reachable option from OOS Uair (8f), OOS Nair (9f), Up B (9f), Grab (10f), and OOS Bair (11f).
- Do not mash after blocked Forward Air, Back Air, or Up Air; take the landing route and retreat route first, then continue with Weak, Neutral Air, or Up Tilt.
- Finish stocks at ledge with Forward Air, Back Air, Up B, and Forward Smash so Mythra’s speed does not get repeated resets.
Actions to Avoid
- Running directly into Mythra’s outer spacing and letting Forward Air, Back Air, and Down Tilt stop Roy before he reaches close range.
- Blocking Jab 1, Jab 2, Jab 3, Rapid Jab Finisher, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Smash, Up Smash, Down Smash, Neutral Air, Neutral B, or Side B and still missing the punish.
- Swinging immediately after blocked Forward Air or Back Air and getting clipped by Mythra’s still-safe spacing reset.
- Forcing early center-stage kill swings and handing Mythra more whiff-punish and landing-trap chances.