Roy vs Link

Link Matchup (Roy)

Roy vs Link

Roy vs Link is most stable when you refuse to overrespect the opponent's projectiles and keep pressure on the body through shield discipline and forward movement.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Roy is strongest at disjoint-heavy spacing and tipper control, while Link is strongest at midrange disjoints backed by projectile support.
If you let the opponent pin you down with projectiles, they get to own spacing. The stable plan is to shield well, keep advancing, and pressure the body anyway.
The table shows reliable shield punishes on Up B (1), Forward Smash (2), Down Smash, Up Smash, and Forward Smash (1), with OOS Uair, OOS Nair, Up B, and Grab showing up most often as the clean ways to take the turn back.
Do not force shield punishes on the relatively safer choices like Neutral Air, Forward Air, and Back Air. It is usually better to read the landing or ledge route and punish the next action.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldRoy OOS Candidate MovesBarely Missed Moves
Jab 17-12
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (+1)
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 36-23
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Forward Tilt15-12
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (+1)
Up Tilt8-16
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+3)
Down Tilt10-11
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (+1)
  • OOS Fair (+2)
Dash Attack20-19
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Forward Smash (1)17-27/-23/**
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Forward Smash (2)10-41
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Up Smash10/25/41-28
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Down Smash12/24(-31/-32/??)/(-23/-23/??)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Neutral Air7-1/-3
  • None
Forward Air16/24-7/-7
  • None
  • OOS Uair (+1)
  • OOS Nair (+2)
  • Up B (+2)
  • Grab (+3)
Back Air6/15-3/-3
  • None
Up Air11-8/-9
  • OOS Uair (8f)
  • OOS Nair (+1)
  • Up B (+1)
  • Grab (+2)
  • OOS Bair (+3)
Down Air14Bounce: ** | Fast Fall: -13/-13
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Neutral B16-52-21 to -15
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Side B27-7/-9
  • None
  • OOS Uair (+1)
  • OOS Nair (+2)
  • Up B (+2)
  • Grab (+3)
Up B (1)7-56
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Up B (2)8/16/22/31/47
Down B (1)
Down B (2)12-19
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not chase the opponent’s projectiles by themselves; shield well, push the line forward, and keep pressure on the body.
  • After blocking Up B (1), Forward Smash (2), Down Smash, Up Smash, and Forward Smash (1), answer immediately with OOS Uair, OOS Nair, Up B, and Grab so the opponent cannot keep the turn.
  • Do not force immediate retaliation on Neutral Air, Forward Air, and Back Air; take the landing route, escape route, or ledge direction first.
  • Use ledge control as the default kill plan, and only chase offstage when the recovery route is already visible.

Actions to Avoid

  • Focusing only on clearing the opponent’s projectiles while shrinking your own chances to touch the body.
  • Swinging after every blocked Neutral Air, Forward Air, and Back Air and feeding the whiff punish or reset the opponent wants.
  • Chasing too deep for the kill and exposing Roy’s own recovery or defensive weakness.
  • Panic-jumping or panic-rolling from the ledge and making the opponent’s ledge trap too simple.

Reference Links

Related Pages