Roy vs Charizard

Charizard Matchup (Roy)

Roy vs Charizard

In Roy vs Charizard, the key is to avoid lingering outside against tail pokes and flame, keep the big body airborne with shield punishes and juggling, and deny the ledge-side reversal swing.

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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 MoveStartupOn ShieldRoy OOS Candidate MovesBarely Missed Moves
Jab 14-14
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Jab 25-16
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+3)
Jab 37-20
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Forward Tilt12-18/-15
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Up Tilt9-16
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+3)
Down Tilt9-11
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (+1)
  • OOS Fair (+2)
Dash Attack10-12
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (+1)
Forward Smash22-36/-37
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Up Smash6/14-24
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Down Smash14-35
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Neutral Air8-6/-5
  • None
  • OOS Uair (+3)
Forward Air8-14/-14
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Back Air14-16/-15/-14
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Up Air12-8
  • OOS Uair (8f)
  • OOS Nair (+1)
  • Up B (+1)
  • Grab (+2)
  • OOS Bair (+3)
Down Air18-16/-17
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+3)
Neutral B19/26/33/40-24
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Side B23-52/-66
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Up B9…
Down B
Grab8
Dash Grab11
Pivot Grab12

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.

Reference Links

Related Pages