Matchup Summary (Win Condition and Game Plan)
Yoshi is hard to pin down in the air because of aerial drift, quick aerials, and double jump armor, so Roy gets punished fast if he chases upward without forcing a commitment first. At the same time, Yoshi’s grounded reach and shield-based mix are less threatening, which gives Roy room to pressure forward on the ground and make Yoshi spend the double jump earlier than he wants. Neutral should center on landing hilted nair, fair, jab, and forward tilt while collecting the real out-of-shield punishes when Yoshi’s lower aerials or burst options finally leave openings. Stocks should come more from ledge bair, up smash, and forward smash than from deep edgeguards, because challenging double jump armor too early often hands the advantage back.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Roy OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -10 |
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| Jab 2 | 3 | -11 |
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| Forward Tilt | 5 | -16 |
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| Up Tilt | 8 | -16 |
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| Down Tilt | 8 | -9/-9/-10 |
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| Dash Attack | 10 | -19 |
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| Forward Smash | 14 | -27 |
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| Up Smash | 11 | -24 |
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| Down Smash | 7/22 | -33/-18 |
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| Neutral Air | 3 | -3/-4/-4 |
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| Forward Air | 16 | -6/-7 |
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| Back Air | 11/14/18 | -9/-8 |
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| Up Air | 5 | -3 |
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| Down Air | 16/18/20/22/24/26/28/30/32/34/36/38/41 | -14 |
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| Neutral B | 19 | — | ||
| Side B | 32 | -29 to -27 |
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| Up B | 16 | -30 |
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| Down B | 7/27, 19 | -32, -32 |
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| Grab | 14 | — | ||
| Dash Grab | 16 | — | ||
| Pivot Grab | 17 | — |
Win Condition Checklist
- Push forward with dash and walk pressure first so Yoshi is the one forced to spend Egg Throw or double jump early.
- After hilted nair, fair, jab, or forward tilt connects, keep the juggle going with uair and a landing trap instead of taking only a single hit.
- On shield, collect the punish windows on jab 1, jab 2, forward tilt, up tilt, dash attack, the smashes, bair, dair, side B, up B, and down B, while refusing to mash into nair or uair.
- Once Yoshi uses double jump armor, do not overchase through it; hold position and place up smash or bair where the landing has to happen after the armor window fades.
- At kill percent, rotate ledge-drop bair, up smash, and forward smash, and keep edgeguards shallow enough that Roy never gives away his own recovery.
Actions to Avoid
- Chasing Yoshi endlessly through the air. His drift and double jump armor shift the landing point too well, and Roy’s short move duration gets punished the moment he swings in the wrong place.
- Mindlessly continuing pressure into Yoshi’s egg shield every time. Because the shield does not shrink, it is often better to wait for jump or dodge than to force a low-value blockstring.
- Diving deep offstage for an early stock. Roy’s recovery is too fragile, and one fair or Egg Throw from Yoshi can flip the entire position.
- Panicking after down throw or uair and swinging immediately. Yoshi’s aerials are fast enough to punish that impatience and keep the landing trap going.