Punch Planet/Roy

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Roy

Roy is a simple hybrid zoner/brawler, and the protagonist of Punch Planet. Roy uses his 236P Gunshot specials to zone the opponent out in very dynamic ways. The different versions shoot at unique angles, and each version can be held to bait parries or feinted back to neutral. Cancelling into a gun feint is great for close range pressure resets, as Roy is left fairly safe after almost any cancellable move and can go for frametraps or a throw mixup. Roy can also dash cancel this feint to quickly get closer or escape and dodge a reversal attempt. Roy's only other special is 236K Headbutt, a very simple and effective combo ender. He sports some of the best pokes and normals in the game, most notably his amazing 2MK which has amazing range, speed, and combos consistently into 236MK for whiff punishes into knockdown pressure. Ant-airs like 2MP and 2HP knock opponents out of the sky, and 236HP Gunshot aims upwards to shoot opponents out of the air as well.

Roy does fine in most areas. His mixup is solid, with strong long-ranged overhead 6MP, a good crossup with j.MK, and his infamous Gun Cancels. Simply cancelling a normal like 2MK into Gunshot and then quickly feinting allows for fast and difficult to react to pressure resets that can lead to repeated mixups and offense. If Roy blocks a DP or scores a punish in some way, 2HP and his Target Combo 5MP > HP are good routes for damage. His 236KK EX Headbutt wallbounces as well, giving him great conversions with meter.

While Roy has strong tools for offense, neutral, and defense, his zoning can be very predictable. M gunshot while travelling full screen and instantly, the recoil on his gun leaves him incredibly vulnerable. Knowing where to place your shots will reward you immensely. L Gunshot is great for neutral zoning, but -10 on block; so spacing it correctly is crucial. Roy hits hard when does hit you, and players are rewarded for good hit confirms, dtc/ex conversions, and super confirms.

Roy is a great midrange zoner with solid offense and defense provided he has meter. He's simple, effective, and fun, and plays around the mechanics of Punch Planet extremely well. If you want someone to just pick up and play, Roy is your guy.


Pros Cons
  • Well Rounded: Roy has useful tools for almost any situation, making it hard to find yourself in a spot where he has no true answers.
  • Gun: His Gunshot specials allow for dynamic zoning and offense, and even have some use in combos.
  • Simple: Everything Roy does is straightforward and obvious, which makes him great for beginners wanting to learn the game.
  • Neutral: While he is well-rounded, Roy is one of the most powerful characters in neutral, sporting amazing buttons and zoning potential.
  • Beaten by Specialists: He excels in neutral, but not anywhere else, making it so he pales a bit in comparison to the others in their respective niche.
  • Meter Reliant: Without meter for EX or DTC, Roy's offense and defense don't shine as well, as he lacks the ability to combo from his overhead or reversal on defense meterless.
Character Info

Roy closeup.png

Character Profile

  • Age: 36
  • Height: 6'2"
  • Origin: Luna
  • Occupation: Under Cover PD
  • Likes: Overtime
  • Hates: Fast Aliens
  • Weapon: Laser Pistol

Move List
Unique Moves

  • Target Combo 1: 5MP > HP
  • Target Combo 2: 5MP > HK
  • 6MP
  • 5[HK]
  • ~66/44 (While Holding): Dash Cancel

Specials

  • Gunshot: 236P
  • ~Hold: 236[P]
  • ~Fake: ~K
  • ~~Dash Cancel: 66/44 (During Fake)
  • Headbutt: 236K


Supers

  • Super Gunshot: 236236P
  • Knuckle Sandwich: 236236K



Normal Moves

5L
5LP
PP ROY 5LP.png
Damage Guard First Active Active Recovery Cancel
35 Mid 5 2 3 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Very strong standing normal. Great range, frame 5; effective at keeping opponents from walking towards after a pressure string.

5H
PP ROY 5MP.png
Damage Guard First Active Active Recovery Cancel
70 Mid 7 4 13 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Strong standing normal. Causes a hard knockdown on airborne opponents allowing you to OTG.

2L
PP ROY 5HP.png
Damage Guard First Active Active Recovery Cancel
102 Mid 8 6 16 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2H
PP ROY 2LP.png
Damage Guard First Active Active Recovery Cancel
34 Mid 4 2 10 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jL
PP ROY 2MP.png
Damage Guard First Active Active Recovery Cancel
68 Mid 9 5 13 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jH
PP ROY 2HPHB1.png
PP ROY 2HPHB2.png
PP ROY 2HPHB3.png
PP ROY 2HPHB4.png
Damage Guard First Active Active Recovery Cancel
94 Mid 9 5 25 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5S
PP ROY 5LK.png
Damage Guard First Active Active Recovery Cancel
34 Mid 5 2 13 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
6S
PP ROY 5MK.png
Damage Guard First Active Active Recovery Cancel
68 Mid 6 3 18 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2S
PP ROY 5HK.png
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2S
ROY PP 5(HK).png
Damage Guard First Active Active Recovery Cancel
115 Mid 23 5 23 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
4S
PP ROY 2LK.png
Damage Guard First Active Active Recovery Cancel
34 Low 5 2 11 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Super
PP ROY 2MK.png
Damage Guard First Active Active Recovery Cancel
68 Low 8 4 20 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Super
PP ROY 2HK.png
Damage Guard First Active Active Recovery Cancel
102 Low 10 3 23 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Special Moves

Super
PP ROY 236LP.png
Damage Guard First Active Active Recovery Cancel
68 Low 17 3 18 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Super
PP ROY 236MP.png
Damage Guard First Active Active Recovery Cancel
68 Mid 20 2 36 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Super
PP ROY 236HP.png
Damage Guard First Active Active Recovery Cancel
68 - 17 2 22 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Super
PP ROY 236PP.png
Damage Guard First Active Active Recovery Cancel
102 Mid 15 2 33 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Super
PP ROY 236LK.png
Damage Guard First Active Active Recovery Cancel
75 Mid 15 4 15 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Super
PP ROY 236MK.png
Damage Guard First Active Active Recovery Cancel
85 Mid 19 4 17 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Super
PP ROY 236HK.png
Damage Guard First Active Active Recovery Cancel
95 Mid 24 7 15 -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Super
PP ROY 236KK.png
Damage Guard First Active Active Recovery Cancel
95 Mid 12 - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Supers

Super
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Super
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -