Roy Koopa

Roy

Playstyle

Roy is a big bruiser bully, having some of the strongest attacks available.  His jumps are merely average and his speed is below that, but once he gets into close range he devastates enemy forces.

 

Roy puts this raw strength to use by playing as the game’s “grappler” archetype!  There are several ways Roy can literally grab his enemies and perform several powerful throw moves on them.  Upon successfully grappling an enemy, Roy can walk around and even jump with the enemy in his grasp as he prepares his attack.  Heavier enemies will hamper Roy’s movement as he grapples them; beyond the statistical change, Roy will hold small enemies with one hand and uses both to lift heavy ones.  To see what Roy’s options are after a grapple, check out the special “Grapple Attacks” section at the end of the moveset!

 

Physical Attacks

 

P (works underwater) = Sucker Punch

Roy delivers a quick jab, dealing below average damage.  This is one Roy’s fastest attacks as you might expect, making it a good way to dispatch minor enemies too pitiful for you to bother using your strength.

 

Hold P, release (works in midair) = Wind-up Punch

Roy winds-up his arm as you charge the attack, and when you release he unleashes a massive punch that propels him forwards a short distance.  It deals above average damage and large knockback to anything caught in Roy’s way, and the move has below average end lag to boot!  Heck, you can even turn around during the charging period in case someone tries to pull a fast one on you.  The main thing keeping this move in check is the charge requirement; otherwise feel free to punch things in the face as much as you want.

 

P in midair = Hooking Punch

Roy delivers a hook as the name implies, dealing below average damage.  It’s slightly slower than Sucker Punch, otherwise serving as the midair equivalent.

 

P while dashing = Forklift Toss

Roy reaches outwards with both arms as he skids forwards, having below average startup lag and above average end lag if he misses.  If he manages to catch something, he’ll throw it right over his head, dealing moderate damage and turning it into an arcing projectile that deals moderate damage to the first thing it collides with as well as itself.  If the attack sounds like heaps of fun to you, then you’ll be happy to know that upon a successfully using it, Roy is able to continue dashing without delay, allowing you to more easily use this move on your next target.  If the attack doesn’t sounds like heaps of fun to you, go seek medical help.

 

P during a dash-jump = Tornado Toss

With low startup lag, Roy reaches forwards with one hand as he spins horizontally once.  If he doesn’t make contact with anything, he suffers above average end lag.  If he catches something, he’ll grab them and spin around several times with his foe, before hurling them to the ground at a 40 degree angle.  The thrown enemy takes moderate damage, and takes moderate damage every time it collides with another enemy while dealing moderate damage to them.  It can be tricky to aim the projectile part of the attack, as Roy’s jumping momentum is retained as he performs the throw, but the potential use of this move cannot be overstated; even if his victim suffers fatal damage during the throw, they will not actually die until hitting the ground, allowing you to maximize the amount of things you throw it through.

 

Up + P = Pull-Down Grab

Roy reaches diagonally upwards with one hand.  This has low startup lag and moderate end lag if he misses, but if he catches something he immediately transitions to his grapple state.  Note that this move only works on airborne enemies, even if a tall enemy is right in front of him, the move will not work if it’s on the ground.

 

Down, forward + P = Bear Hug

Roy sweeps his arms in front of himself, grabbing the closest enemy and transitioning to his grapple state.  This is Roy’s fastest attack in terms of startup, but it has short range and the command to perform it means there is some inherent “startup” in executing it on demand.  On the other hand, you can be ready to simply press forward and P as you slide in your crouched state, literally sliding into an enemy and grabbing them.  While any attack with down in its input can do this little trick, with Roy it’s especially awesome because it helps set-up his centerpiece mechanic.

 

Down + P in midair = Shock Stomp

With above average startup lag, Roy halts his midair momentum before crashing to the ground feet-first.  This deals above average damage to anything caught underneath him.  More importantly, is that upon hitting the ground, enemies close to Roy on the same platform as he is will become victims of Roy’s signature stunning!  Stunned enemies will appear dazed with stars over their heads, and all Roy has to do is make contact with a stunned enemy and he’ll automatically grab ‘em!  While the stun lasts for about 2 seconds, Roy does suffer above average lad upon hitting the ground, so if you miss and hit the ground right next to a flying opponent, you say hello to some damage.

 

Magical Attacks

 

M (works in midair and underwater) = Quick Draw

Roy fires a large pink energy blast from his wand straight ahead.  It travels at a high speed and deals low damage to the first thing it hits.  True to its name, the move has low startup lag, but noticeable end lag.  This is a good move to fall back on when you’re having trouble closing the gap between yourself and your enemies, whittling down their health to make it easier to finish them off once you finally get in.

 

M while dashing = Shotgun Burst

Roy skids forwards a short distance and thrusts his wand forwards as a big blast of pink energy emits from the end.  This deals high damage and knockback to anything caught in the blast, and Roy even has invincibility frames while the hitbox is active.  It has low startup lag and moderate end lag.  This is one of Roy’s strongest attacks and is a great crowd control move.

 

Up + M = TNT Blast

Roy slams his wand into the ground, causing a magical eruption of dirt to occur a moderate distance in front of him.  If the location of the blast is in the air, you get a good look at the pink burst of energy causing this attack.  This deals moderate damage, but more importantly, stuns everything caught in the blast, and it reaches a bit into the air to even knock airborne characters to the ground in a stunned state.  This attack has moderate lag on both ends.

 

Grapple Attacks

 

P (works in midair) = Strong Throw

Roy throws his target a moderate distance forwards, dealing moderate damage to the thrown enemy and anything else in its way while knocking them aside.  This is Roy’s quickest throw and makes for a good clear-out move.

 

Hold P, release (works in midair) = Mighty Throw

When you charge up a P throw, Roy hurls the enemy with great force, dealing above average damage to it, and moderate damage with a daze effect to anything hit by the thrown enemy!  To make this throw even better, the enemy is sent flying 3x as far as from Strong Throw, and while charging the move an aiming reticule appears, allowing Roy to adjust the angle of the throw from straight ahead to completely straight up.  Grab one enemy, throw it into others to daze them, then throw those for a chain reaction!

 

M = Lunch Money Surprise

Roy shakes his victim, causing coins to fly out of them!  The coins are fired at random trajectories and deal low damage with to those caught in them, but about 12 coins are fired every second Roy shakes his enemy.  This actually deals no damage to the grabbed enemy, but Roy can keep up the “throw” as long as he wants, and when he’s finished he’ll keep the enemy in his grasp.

 

M in midair = Koopa Buster

Roy spins around with his foe before plummeting to the ground, performing his own take on the world-famous spinning piledriver seen in many action games!  This deals high damage to the grabbed enemy as well as above average damage to anything that Roy and his victim crash into.  Upon hitting the ground, Roy’s stunning effect is created along the ground.

 

Larry Koopa

Playstyle

Larry is the most straight-forwards Koopaling to play, having decent speed and jumping ability, and a selection of attacks that are useful in a variety of situations.  Call him the “all-rounder” if you will.  He’s a great choice for a newbie, but don’t think for a second that he doesn’t have any quirks or nuance to his moveset!

Physical Attacks

P = Claw Swipe

The most basic attack ever, Larry slashes at the air on front of himself.  This deals low damage but has low lag on both ends.

P repeatedly = Claw Flurry

If you continue to mash the P button as Larry completes claw swipe, his wand will magically disappear as he rapidly slashes with both hands, dealing quick hits of low damage for as long as you mash P.  He can even slowly walk forwards and backwards while performing the attack.  However, when it ends, Larry has above average end lag as he tires out and retrieves his wand.  You may want to back away before halting your assault!

P while dashing = Baseball Slide

A mid-ranged feet-first slide along the ground, this deals below average damage and has low startup lag with moderate end lag.  It knocks enemies slightly into the air and away from Larry, allowing him to use this as an escape move, or one to help him break up a group of enemies in his way.

P in midair or underwater = Flip-Strike

Larry performs a single front-flip while holding out his wand.  This has low startup lag and moderate end lag.  It deals below average damage but hits all around Larry with a disjointed hitbox to boot!

Up + P = Koopa Upper

Larry performs his best impression of the Shoryuken, actually managing to lift off the ground as high as his regular jump height.  This deals above average damage to anything in his way, has low startup lag, and Larry is fully invincible as he ascends, but the attack has above average end lag as Larry falls back to the ground.  This also knocks away enemies a good distance horizontally.  As you’d expect, this works for anti-air or for crowd-control, but don’t think you can spam for invincibility unless you want to be punched by the first thing you miss the attack on.

Down + P in midair = Dive Kick

Larry performs a fast dive kick at a 50 degree angle, one foot extended.  This has nearly no startup time and deals moderate damage on impact as Larry flips off his opponent, ending the attack in midair.  If Larry doesn’t hit anything, he can cancel out of the move with any button press after .6 seconds pass, though it will automatically cancel itself if Larry hits a wall, the ground, or water.

Magical Attacks

M (works in midair and underwater) = Magical Fireball

After twirling his wand for a moment, Larry releases that energy blast we’ve become all too familiar with.  It travels straight ahead by default, but you can aim it at 30 and 60 degree upwards angles by holding up+forward or up, respectively.  It travels at a moderate speed, dealing below average damage to the first thing it hits.

If performed in the air, Larry can fire it straight ahead or at 30/60 degree downwards angles.  If he performs it underwater, he can aim it in all 5 possible directions!

M while dashing or during a dash-jump = Smash Racket

Larry’s wand transforms into his tennis racket from Mario and Luigi: Superstar Saga.  This happens quickly as Larry swings the racket sideways, dealing above average damage and knocking enemies away horizontally.  The move also reflects projectiles (including his own or a teammate’s) straight ahead, and when used on the ground Larry actually performs a small forwards hop during it to give the attack extra reach.  While this is a highly useful move, it has above average end lag, and because it is a melee attack Larry will be right within an enemy’s attacking range if he botches it.

Down, forward + M (works in midair) = Underhand Racket

Larry’s wand quickly changes into its racket form as he swings it upwards, dealing moderate damage, reflecting projectiles at a 45 degree upwards angle, and launching enemies into the air.  Larry doesn’t move while performing this racket attack, but it has lower end lag than Smash Racket.

Up, forward + M (works in midair) = Overhand Racket

The mirror to Underhand Racket, this one reflects projectiles at a 45 degree downwards angle and spikes enemies straight down.  Damage and lag time are the exact same as Underhand Racket.