Roy's Moveset
Roy is a vastly different beast than Marth. There moves have the same animation and frames, but the similarities end there. Roy's gravity, weight, sweet spots, attacks, grabs, and B moves are all different. Roy is a ground fighter with good ground attacks and a decent arsenal of aerial attacks that work best when shuffled or short hopped. In other words, it's usually best to not jump around and pretend to be Marth. Almost all of Roy's attacks are skewed by crouch canceling, especially his aerials. This requires you to rely on combos from throws and mind games to find an opening. Roy's arsenal of attacks allow him to do well against fast fallers, but horrible against floaters. It's really hard to combo in a forward-smash when they fly from a weak strike. It's also hard to land a powerful attack on them in this situation. The same goes if your opponent racks up too much damage.
Normal Move Listing:
SSBM runs on 60 frames per second. That means 1 frame is 1/60th of a second.
Thank you SuperDoodleMan for the frames and you're easily accessible site at:
http://www.angelfire.com/games5/supe...an/frames.html
And an explanation of the terms used here:
http://www.angelfire.com/games5/supe...for_frames.txt
Neutral A:
A basic slash attack.
Damage 2-6%
Total Frames: 31
Hit Frames: 4-7
IASA: 26
Priority: Moderate
MookieRah: It does decent damage, has good range, and comes out rather quickly. I really don't use this much, but when I do it's usually to swat someone that is coming down on me. I use the first hit of DED in a very similar fashion.
Azen: I'd rather do down tilt or forward smash.
Neo: A good move for when you expect someone to attempt a grab or jump out of the shield, use it when canceling a f-air that isn't spaced far enough to avoid a shield grab or just when you want a quick hit for someone leaving a shield.
Rebel581: A really good move. I use sometimes after another attack and the opponent is about to land on the ground. Or if they are lying on the ground because they didn't tech, I use this to knock them back up. You can use either this or the first hit of DED but I think this is better because it leads into his other moves more easily. If you are going to use the full DED though it would be better to just skip this move all together.
Running Attack:
A broad running slash attack.
Damage 6-12%
Total: 57
Hit: 12-15
IASA: 40
MookieRah: Good range and decent damage, but it's wind down lag is pretty crappy IMO. I use it in combos or to catch my opponent in a roll.
Azen: I recommend not to use, too many bad sides.
Neo: Not that great of a move by itself, however when linked with an aerial it can set up, use it to catch opponents flying away at higher percents for an f-air or n-air.
Rebel581: Occasionally useful at random times when the opponent can't defend. Not useful unless used while the opponent can't shield. They can just shield-grab or anything else to punish you. Pops them up in the air for combo galore.
Forward Tilt:
A quick strong slash.
Damage 8-10%
Total: 40
Hit: 9-13
IASA: 40
MookieRah: This is like a mini f-smash. It comes out quick and it's wind down lag is less than the f-smash. I use this against smash happy Marths and Roys because it will come out quicker than their smashes.
Azen: I don't use this much, like the neutral a I would rather do a down+tilt or forward smash instead of this.
Neo: This should mainly be used as in edge guard/spaced moved. Many people won't expect the range and considerate speed of an ftilt near the edge and therefore may fail to DI it, however in combat if spaced it can also be helpful so it's more of a conditional attack.
Rebel581: A mini-fsmash. If your opponent out speeds you use this. Or just to knock them off the edge with a quicker attack so you can edgeguard them.
Down Tilt:
A ducking stab attack.
Damage 6-10%
Total: 57
Hit: 8-10
IASA: 20
CANNOT BE INTERRUPTED BY SHIELD
MookieRah: Wow, this is one amazing move, definitely one of his best IMO (if not the best). It sets up for great combos at low percent, has great range, decent damage, is pretty fast, is a relatively safe to pull off, and knocks the opponent upwards where you can combo them at low to moderate percents.
Azen: r0x0rs move, this sets up for any aerial, or even for simple forward smashes against the gravity chars. Abuse it :D. It barely has any lag either.
Neo: Roy's best tilt, it can be cancelled with a jump, a dash, or another tilt. Also a defensive move as well, keep this as a main part of your strategy when canceling aerials but don't spam it because it gets predictable.
Rebel581: If not Roy's best move, one of them. This move has an infinite amount of possibilities and completely destroys fast-fallers.
Up Tilt:
An upward arching slash.
Damage 6-8%
Total: 45
Hit: 7-13
IASA: 40
MookieRah: A pretty slow attack. It has pretty good horizontal range and great vertical range, decent damage, and good knockback. I really don't use it too often due to it's lag afterwards.
Azen: Prolly better to use up aerial instead, this move is soo slow, so only use it to end combos.
Neo: Not that great of a tilt but still useable, it should mainly be used after a chain of up airs or a single up air to send the opponent back into the air and start juggling them again.
Rebel581: Not one of Roy's best moves and very situational. It knocks them in a strange direction so use this when you don't have enough time to shff'l and uair and you know it will hit. Because of the lag it has no combo potential whatsoever except possibly to itself sometimes. Try it anyways. If you find a use for it then you will surprise a lot of people.
*Forward Smash:
A lunging vertical arching slash.
Damage 10-20% 26% on max charge
Total: 57
Hit: 12-14
Charge Frame: 3
IASA: 54
MookieRah: Roy's most powerful smash attack and overall best kill move. It is very powerful, has great range (even at the sweet spot), and has some godly knockback. Only problem is that it is relatively laggy.
Azen: Use this whenever you know your opponent will be open, his main killer move. Abuse it as much as you can. Takes some mindgamez.
Neo: The "duh" attack. One of Roy’s main killers. At low % you can f-air to f-smash and neutral air to f-smash, at higher percents where they fly farther (say 80%) vs. characters of certain weight say Marth, you can f-air and wavedash to f-smash before they have a chance to recover.
Rebel581: Use it. Many ways to get a fsmash in. Wavesmashing, comboing, and just plain using mindgames to hit with it. Use it if you have a chance to at least get them off the edge.
Down Smash:
Two sweeping slashes, one in front and one behind.
Damage 13-21% 25% on max charge
Total: 74
Hit: 6-8, 23-25
Charge Frame: 3
IASA: 72
MookieRah: A good smash in my opinion, although I have heard some say that you should never use it due to it's laggyness. While it's wind down lag is kind of crappy, it is the quickest smash in terms of startup. It has GREAT knockback at the tip, and because it hits low it could go through shields if their feet ar poking out. It's a good move to use out of a wavedash, a run cancel, or if you are hardcore enough a DA Dash (aka Pivot Dash).
Azen: Only use it if opponent is at a high percent in which this move would kill, comes out faster than side smash but has infinite lag so using it to kill is best so there's no consequence.
Neo: Also a conditional move, if you whiff it you will be punished severely. Whenever I used this move it's usually just raw and for a quick kill @ high %. You'll have to mind game this move for the most part if you want to contact with it.
Rebel581: Conditional and usually only useful if you just can't kill your opponent and they're at a high percentage. It has faster startup then fsmash but more ending lag. Use it as a finisher against a floaty when they just won't die. Make sure it hits though. Also goes under shields.
Up Smash:
A flaming upward thrust.
Damage 1-20% Damage depends on when the opponent hits the blade during the attack. An uncharged up smash will do 16% damage if the opponent takes all of the hits.
Total: 62
Hit: 15-24 (several hitboxes)
Charge Frame: 8
IASA: 46
MookieRah: A situational smash that is decent at racking up damage, but not much else. It does pretty well against fast fallers though. It can spike, but I don't think it's very possible to set it up for spiking consistently.
Azen: It has phire!!!1 I like running under someone and then up smashing, and not many people expect a Roy/Marth up smash.
Neo: Conditional, if they're above you or you cancel an up air, up smash, simple as that.
Rebel581: A great attack, but still very situational. It should be used after an uthrow against a fast-faller to punish them for not DIing and should also be used randomly when your opponent is in the air by JC it (this is one of the only times that a charged smash works better because it is easier to JC an usmash using the A button then the c-stick.
* There is a common misconception that Roy's attacks are slower than Marth's, but this is simply not true. Most people will argue that Roy's F-smash is slower than Marth's F-smash, but they too are equally fast. The thing is, Roy's attacks seem slower because you focus on hitting with his sweet spot that is in the center of his blade. Since Marth's power is at the tip, the tip travels a larger distance in the same amount of time as Roy's sweet spot. I have made a quick illustration showing what I mean by this. Go here to check it out
http://img.photobucket.com/albums/v2...illusion.jpg**
** This has been proven wrong by looking at frames.
Roy's fsmash
Total: 57
Hit: 12-14
Charge Frame: 3
IASA: 54
Marth's fsmash
Total: 49
Hit: 10-13
Charge frame: 3
IASA: 48
But Roy's fsmash sounds more badass and it is fun to kill people with the tip of his fsmash. The only true part is that Roy's moves generally take at most 10 frames longer. Possibly less. So the difference is small, yet there.
Aerials:
L-cancelled aerials almost always have half the lag than non l-cancelled aerials. Such as a landing lag of 20 frames would be 10 frames if L-cancelled. Always L-cancel with Roy.
Neutral Air:
One quick horizontal slash and one strong horizontal slash.
Damage 4-10%
Total: 57
Hit: 7-8, 17-20
IASA: 50
Auto cancel: <6 32>
Landlag: 20
Lcanceled: 10
MookieRah: A solid attack. Great for defense and offense. Good knockback too. You can chain these fairly easy if you hit your opponent with one. It's a good way to push your opponent to the ledge.
Azen: His best aerial. Use it as a main attack.
Neo: The best aerial for defense. Hold back when using it to space it.
Rebel581: I personally don't use this much. It leaves you too vulnerable to an already vulnerable Roy in the air. But try it out when you don't have any other attack to do. It has decent knockback that can lead to edgeguarding.
Forward Air:
A vertical slash.
Damage 4-8%
Total: 38
Hit: 5-7
IASA: 35
Auto cancel: 30>
Landlag: 20
Lcanceled: 10
MookieRah: This is my standard air attack. More often than not, this is the move I am attacking with in the air. It's quite nifty.
Azen: It's like a weaker neutral air. You can use this instead of neutral air when someone's percent is too high for a combo.
Neo: Roy's main attacking aerial. Hold back while using it to space it (i.e. use the c-stick to perform the fair and hold back to move backwards).
Rebel581: Roy's best all-purpose aerial. Use it to cancel out projectiles and lead into a combo (or fsmash). C-stick this aerial for best results.
Back Air:
A vertical slash hitting behind.
Damage 6-9%
Total: 45
Hit: 8-10
IASA: 43
Auto cancel: 34>
Landlag: 24
Lcaceled: 12
MookieRah: This is pretty much the backwards hitting version of Roy's forward air.
Azen: Shouldn't be used often at all. Just for back airing someone from off the edge maybe. And if you use it on the ground, use it during the fall of your jump.
Neo: This is the defense let-the-enemy-run-into-it type move. Use sparingly.
Rebel581: Don't use this much. Use it when you're opponents behind you just to knock them away. Probably Roy's worst aerial.
Down Air:
An arching slash below.
Damage 5-9%
Total: 68
Hit: 7-10
IASA: 64
Auto cancel: <6 55>
Landlag: 32
Lcanceled: 16
MookieRah: This move comes in handy from time to time. It typically knocks the opponent in the air which can set up for nice combos. It can also spike if you hit them with this attack while you are slightly below the opponent or if they are pretty much on your back, but it's considered one of the worst spikes in the game. One last thing, if you hit your opponent from directly left it will launch your opponent up and to the right and vice versa if you hit your opponent on the right. Kinda odd *shrug*.
Azen: Shouldn't really be used ever, but use it occasionally to keep your game diverse. Don't use it into someone but away from them.
Neo: Don't use.
Rebel581: A great aerial. Knocks opponents off the ground at a perfect height for any move. But this MUST be l-cancelled. It is more imperative that you l-cancel this more than any other aerial. Just look at the landlag without an l-cancel.
Up Air:
An arching slash above.
Damage 5-8%
Total: 52
Hit: 5-10
IASA: 49
Auto cancel: <4 30>
Landlag: 18
Lcanceled: 9
MookieRah: This is a nifty attack. You can juggle with it on certain characters with shffling, but it's not all that hard to get out of it.
Azen: Can setup a forward smash when hitting them from the ground.
Neo: A setup and juggle type aerial.
Rebel581: A nice aerial as an interrupter. Use it in uair chains or to just lightly stun them and hit them with a fsmash.
Grabs:
Regular Grab:
A regular standing grab. You can do this while running too by JC it. JC is when you press jump (X or Y are easier) and then press Z. You can only JC grabs and usmashes.
Total: 30
Grab: 7-8
Running Grab:
Always JC grabs. Here's why.
Total: 40
Grab: 10-11
Grab Hit:
A quick knee hit.
Damage 1-3%
No frame data.
A good thing to do once they hit moderate %. From there you can get 1 or 2 hits with this and still throw them, but it's damage is very weak.
Forward Throw:
A quick slam that bounces the enemy forward.
Damage 4-5%
No frame data.
A nifty throw. I hear you can sometimes over B and grab them again as well as all sorts of other stuff. I haven't been able to do it though, but I do use this a lot to hurl my enemies off the ledge for edge guarding.
Rebel581: Roy's standard throw. When I have nothing else better I just use this and chase their tech. Nothing much comes out of it though besides that. If you can, use a different throw. And the side-B to grab again does work, I've just never used it in a real match. So I'm not sure how well it fares there. And Roy has a chain throw in this throw. A pretty good one against floaties.
Back Throw:
A trip that sends the enemy behind you.
Damage 4-5%
I don't really use this throw much. If anything I use it for edge guarding like the forward throw. I am sure there are some crazy techniques that the pros use that make this throw awesome in some aspects though.
Rebel581: Not his best throw but useable. Its only noteworthy aspect is that Roy can chain throw with it. Not very well and only against floaties though. Just like his fthrow chain throw but worse (and better at the same time because you can stand in one confined space and do it unlike the fthrow where you have to stop at the end of the stage).
Up Throw:
A powerful upward toss.
Damage 3-4%
A pretty nifty throw. It can chain against fast fallers pretty well, and can KO floaty characters at high percent. At low percent it can set up for combos.
Rebel581: Good against fast-fallers or if you want to get a character in the air to uair chain them. A good throw. Or you could use it as a last killing attempt at a really high percentage. It can chain throw too which is a fun thing to do against fast fallers. Especially ones inexperienced with chain throwing.
Down Throw
A slamming throw to the ground that knocks the enemy behind you.
Damage 5-6%
A great throw. You can sometimes catch an opponent with a down throw followed by a forward smash for edge guarding. If they aren't off the edge when you down throw them they can tech, and either way they can jump out of it, but you could use that to your advantage as a mind game.
Rebel581: A great throw. If your opponent doesn't tech you can get a fsmash in after using this and otherwise you can follow it up like you would the fthrow.
Special Moves:
Flare Blade (Neutral B):
A fiery sword slam.
Damage: (Note these are rough estimates/guesstimations. I didn't have a stopwatch or anything, nor do I think it's worth knowing the exact amount)
no charge: 6%
Charged: 8-50% (Damage depends on how long it is charged.)
Time to start charge: 11 frames
Hit (from release of B): 5-10
Max charge time: 211 frames
41er: 210 frames of charge, or 221
frames holding B
Full charge hits only on 1 frame
Time of explosion from first B: 231
I love this move. If anything, I use it too much. It is great to catch people's techs or flubbed techs with. It is also the key ingredient to Roy's awesome edge guarding. It is the strongest at the tip, not the center, which makes it Roy's best ranged attack (except for his forward smash). It also hit's below Roy a bit! How can you not like this move!?
Rebel581: I always forget to use this move and I am sorry for that. Whenever I start to use this move my game improves. It's Roy's best aerial, one of his best edgeguards, and it has teh ph13r! Nuff' said.
Double Edge Dance aka DED (Forward B):
A quick, controllable group of combo able attacks.
The first two attacks come out no matter what timing you use. In order to use the 3rd and 4th attack, B, A, or Z must be pressed at the correct time. The time to press the button for the next attack is at the end of the previous sword slash.
Damage:
1st hit: 3-4%
2nd hit: 3-4%
2nd hit(up): 4-5%
3rd hit: 6-7%
3rd hit(up): 6-7%
3rd hit(down): 1-7% (Dependant on how many of the fire attacks hit the opponent)
4th hit: 5-8%
4th hit(up): 5-8%
4th hit(down): 2-6% (Dependant on how many strikes hit the opponent)
--F1
Total: 29
Hit: 6-8
Window for the next move: 8-26
--F2
Total: 40
Hit: 14-16
window for the next move: 17-33
--U2
Total: 40
Hit: 12-15
Window for the next move: 17-32
--F3
Total: 46
Hit: 11-14
Window for the next move: 16-37
--U3
Total: 46
Hit: 13-17
Window for the next move: 18-37
--D3
Total: 46
Hit: 16, 18, 20, 22
Window for the next move: 23-35
--F4
Total: 50
Hit: 23-26
--U4
Total: 50
Hit: 20-25
--D4
Total: 60
Hit: 13-15, 19-21, 25-27, 31-33
37-38
Ah, the DED, the move that supposedly *makes* Roy. It is badass, but I think it is overrated. Crouch Canceling flat out kills it, and although the 3rd hit down kills crouch canceling I usually don't make it that far. There are tricks to using it at it's optimum, such as getting at the maximum range, starting it in the air, and what not. There are tons of stuff to say about this move/moves, that's why I will have a section dedicated to it.
Rebel581: I personally love this move and use it too much. It's a great fail safe for anything and great all the time. It's only downside is against CC and shielding. So develop some mindgames to make it hit. I suggest dashdancing.
Blazer (Up B):
A leaping flame slash.
Damage: 4-7%
Total: 48
Hit: 9-21 (several hitboxes)
Invulnerable: 9
Time to alter angle: 9 (up=up)
time to change direction: 10
Can grab edge as soon as 32
Landlag: 30
Landfallspeciallag: 30
I really like this move, but I can't find many practical uses for it. I wouldn't try using this move on fast fallers at all, cause they will land before you even at pretty high percentages. It has good knockback on semi-floaty to floaty chars though. It also has a nifty trick to it known as Reverse Blazer.
Rebel581: Not very useful but the multi-hit attack can save you if your opponent doesn't edgehog properly. It's best asset is Reverse Blazer though. Can also be useful against floaties as a last resort kill. Never used it though as a serious attack in battle unless I'm against Jigglypuff.
Counter (Down B):
A counterattack.
Damage: 1.5 times the power of the countered attack.
Total: 59
Counters: 8-20
A useful edge guarding tool. A great way to end a Fox or Falco who plan to shoot back onto the stage with their up Bs. It is also good if you can predict your opponents move. It's power and knockback are determined by the attack it counters. If done at the right time it could turn the tide of a match, but beware, the same is true if you mess it up. The wind-down lag isn't very forgiving.
Rebel581: A great move. Don't use it too much or you'll be punished. This move alone will help with every character because you will need to learn to know your opponent even if you've never met them before. After using this and figuring out the best times to use it, it will help your mindgames. But it's a double edged sword. It could turn the tide of the battle both for and against you.
Also a note on counter. When playing with ChRed2AKrisp I used counter against one of his weak attacks and it seemed to attack faster and take less time to wind-down. it would be great if someone could check this for me.
For more information on how many frames it takes for Roy's attacks and everything like that go here:
http://www.angelfire.com/games5/supe...mes_2.2.05.txt
Double Edge Dance
MookieRah: The Double Edge Dance is one of Roy's best attacks. It has a lot of variety and covers a lot of situations. It is also his quickest ground attack. It's greatest advantage is that you have control over the speed and the moves in the combo. Be wary though, crouch-canceling can make it completely useless. I recommend to use it fairly often, but don't base your game around it.
Mow: Over B only has 5 practical purposes. 1 recovery, over B stall. 2nd link, use first hit in-between attacks and grabs, and 3 combos, over over down, over over over, or over up over
Rebel581: MookieRah and Mow said everything. I use over over over the most. Just a note you can continue the combo with A. This may be better because then if the DED gets interrupted, and you're tapping A instead of B, you will use one of Roy's tilts (hopefully his down, forward, or even neutral) and be in a better position then to accidentely use counter. I personally don't do this, but I'm trying to get into the habit of doing this.
Here is list of the properties of each hit of the DED
1st hit: This is always the same. It does 3/4% and is quick. Use it to get in a quick hit, piss off your opponent, for recovery, changing directions in the air, stalling in the air, etc.
2nd hit: This attack has greater range than the first hit, which is good, because if you need more range then it would be wise to get in range for this attack as opposed to the first.
2nd hit(up): This has some good upper coverage, and I can sometimes catch people off guard with it, but other than that it's not all too great.
3rd hit: This has some good knockback on it, and can usually set up for some edge guarding, but it's hard to hit with it if the opponents percentage is high or if they are crouch-canceling it. Use this only when you think you are sure it will hit.
3rd hit(up): This is one of my favorite hits of DED, because it spikes. Rarely you will have an opportunity to spike and kill someone with it, but that doesn't happen very often. I use it to catch people and follow their tech.
3rd hit(down): This is Roy's only solution to crouch-canceling outside of smashes and grabs. It also pushes a blocking opponent back, which can prevent this from being shield grabbed if you have the proper spacing.
4th hit: This move has a little bit more knockback than the 3rd forward hit of DED. I VERY RARELY use any 4th hit on DED, cause by the time this comes out they are usually outside of the range to use it. Don't do this unless you KNOW it will hit, and even then it's safer to go with 4th hit up or down.
4th hit(up): This is very similar to the 4th hit forward of DED, but with few differences. First of all, it hits above you more, secondly (the reason why it's better than 4th hit forward) is that it will hit your opponent if any part of their head is poking out of the shield.
Rebel581: I use this the most as my finisher. It has the most chance of hitting someone IMO and they won't expect it if you don't overuse it. But the next option is great too...
4th hit(down): This is my most used 4th hit. It is a series of quick stabs to the opponents legs. For people who aren't accustomed to playing against Roy, it is fairly easy to hit then with this move if they shield your DEDs a lot, because they don't expect the move to last as long.
Useful DED Combos
Forward B > Forward B > Down B
This is one of my most common DED combo. It does decent damage, the 3rd hit kills crouch-canceling, and has a little bit of knockback.
Forward B > Forward B > Up B
This is my overall favorite DED combo. It spikes your opponent into the ground. From their you can chase their tech. If they tech to stand it's a forward smash. If they try to roll through you then you forward smash them. If they roll away you can run and catch them at the end of their roll. Just be sure to watch out for them attacking to get up and you are set. You can also spike people to their death with this, but it's not something a smart enemy will allow to happen very often. If you do spike the opponent this way, it would be a good idea to finish it off with another forward B just in case they meteor cancel it.
Forward B > Forward B > Forward B
Good damage and knockback. Also makes for a pretty good kill move.
Forward B > Forward B/Up B > Forward B
Mow: The best way to kill space animals, cause you only have to hit them with one of the 3 hits. Works around 90% of the time.
Forward B > Forward B > Forward B > Up B
More than likely you won't have a chance to hit with the 4th hit of DED. Especially at high level play, but if the even arises this is the best 4 hit in terms of KO ability. If your opponent's head is poking through the shields this will hit. It will also hit if his feet poke out of shield if you are below him.
Forward B > Forward B > Forward B > Up B
This would probably be the most likely 4th hit DED. Like I said, you still won't use a 4th hit often, but this one comes in handy if they decide they want to shield it. This move lasts a good bit, and if they let their shields off too early then they are gonna get hit.
Forward B > Forward B (cannot be replaced with Up B) > Up B > All
At low percentages only and usually only against fast-fallers. This move will pop up the opponent with the third attack (along with get rid of any pesky shield-grabbers with parts of their body showing) and allow you to use a 4th hit. Preferably not another Forward B though. Up B and Down B are better. Up B is the best ideally.
Blazer
Blazer is one of the most awkward of Roy's attacks. I like it a lot, but I really don't use it that often. It is relatively effective against floaty characters, but it's not all that great against many other characters. There are a few things you need to know.
Arching the Blazer
The blazer has the ability to arch and gain a good bit of horizontal recovery. It comes in handy A LOT. Players who aren't used to it being used this way will have a hard time edge guarding you for a while too. It's relatively easy to do as well. Simply press Up B and then immediately jam it to the right or left. On a max arch you will travel just slightly more than 1/3 of Final Destination.
SWEETSPOT THE LEDGE!!!!!
ALWAYS, ALWAYS, ALWAYS sweet spot the ledge! Practice it! Perfect it.
Reverse Blazer
This is a nifty glitch that can KO Jiggs and Kirby on some stages. Jiggs can be KOed on FD!!! It's very easy to do, but it takes skill to actually land it on a Jiggs player who knows about it. To perform a reverse blazer all you have to do is press Up B, and then tilt the control stick in the opposite direction that you are facing.
It's easier to do this from a short hop, because it will hit a little bit below Roy. Otherwise you have to be close to your opponent on the ground.
The best times to use this against Jiggs when she is sleeping, or out of a shield. It's NOT easy to pull off on a good Jiggs, but if you hit with it, she is outta there. It also has a basic combo.
Forward Air > Reverse Blazer
Floaty chars: Works at low to moderately low %
Normal chars: Works at low to moderate %
Heavy chars: Works at low to moderate %
Fast Falling chars: Works at low to moderate %
This is somewhat hard to do at the moment, because it is very akward. You have to be fast and you have to have mastered L-Canceling in order to pull it off, but if you want to do well against Jiggs or Kirby, this will help out A LOT. This can also KO the semi-floaties on certain levels such as Poke Floats and Rainbow Cruise. There are other stages that you can do this too, and I will have a list of stages and where you can KO specific characters with it.
Uthrow > Reverse Blazer
Since you're only going to be using the Reverse Blazer against floaty characters then this will work at low percentages and probably a little bit into moderately low. Remember that the Reverse Blazer has the same amount of knockback always.
Out of shield Reverse Blazer
A good thing to just say. You can use it against anyone to just get them out of your face or you can use it against Jigglypuff to kill her. Won't work against a good Jigglypuff since they won't let themself be close enough to you for that to happen.