Matchup Summary (Win Condition and Game Plan)
Roy gets a lot back once Charizard’s long buttons are actually blocked. Jab 1-3, tilts, Dash Attack, smash attacks, Fair, Bair, Dair, Neutral B, and Side B all leave room for OOS Uair (8f), OOS Nair (9f), Up B (9f), Grab (10f), OOS Bair (11f), and Up Smash (12f), so stopping Charizard’s tail swings and big commitments with shield matters a lot in this matchup.
The danger is the reversal power on the other side. Charizard can flip momentum quickly with fast run speed, Flamethrower, Neutral Air, Up Air, Up Smash, Up Throw, and Flare Blitz, so Roy loses more games here when he starts forcing high jump-ins or overextending offstage.
Instead of fencing forever at sword tip, Roy should use walking shield and short dashes to make Forward Tilt, Fair, and Bair miss, then enter with Jab, Nair, Uair, or Grab and convert the large hurtbox into repeated landing traps.
For stocks, it is more stable to finish on the ledge or onstage with Forward Tilt, Bair, Up Smash, and Up B than to chase too far offstage. If Roy keeps stage control and punishes Charizard’s Up B or Flare Blitz after seeing them, the matchup stays on Roy’s terms.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Roy OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -14 |
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| Jab 2 | 5 | -16 |
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| Jab 3 | 7 | -20 |
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| Forward Tilt | 12 | -18/-15 |
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| Up Tilt | 9 | -16 |
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| Down Tilt | 9 | -11 |
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| Dash Attack | 10 | -12 |
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| Forward Smash | 22 | -36/-37 |
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| Up Smash | 6/14 | -24 |
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| Down Smash | 14 | -35 |
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| Neutral Air | 8 | -6/-5 |
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| Forward Air | 8 | -14/-14 |
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| Back Air | 14 | -16/-15/-14 |
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| Up Air | 12 | -8 |
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| Down Air | 18 | -16/-17 |
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| Neutral B | 19/26/33/40 | -24 |
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| Side B | 23 | -52/-66 |
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| Up B | 9… | — | ||
| Down B | — | — | ||
| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- After blocking Charizard’s Jab 1-3, tilts, Dash Attack, smash attacks, Fair, Bair, Dair, Neutral B, or Side B, always answer with OOS Uair (8f), OOS Nair (9f), Up B (9f), Grab (10f), OOS Bair (11f), or Up Smash (12f).
- Do not force immediate retaliation after shielding Neutral Air or Up Air. Drift back, track the landing, and take the next touch with Uair or grounded movement instead.
- Use walking shield and dash stops to shift the start point of Forward Tilt, Fair, Bair, and Flamethrower, then break inside with Jab, Nair, or Grab.
- Once Charizard is airborne, abuse the large body and weak combo escape with Uair, Up Tilt, and landing-callout Nair until the sequence reaches the ledge.
- At the ledge, prioritize Bair on jump, Jab on roll distance, and maximum punishes after blocked Flare Blitz over deep offstage chases.
Actions to Avoid
- Trading sword-tip pokes into Charizard’s Forward Tilt or Bair over and over instead of claiming close-range openings.
- Swinging instantly after blocking Neutral Air or Up Air and getting clipped by a landing mix into Up Smash or Up B.
- Letting Flamethrower pin Roy in place on shield until dash grab or Up Throw range appears for Charizard.
- Chasing too deep offstage into Flare Blitz, Dair, or Up B and exposing Roy’s own short recovery.