Roy Playbook
Roy Playbook · Ramses system

Practices first — what to do. Method and the “why” sit below. Built from Ramses’ Roy notes + his practice method; your own notes validate underneath.
Session rhythm: warmup (tech only) → pick one practice → play its hypothesis, deliberate pilot on the one thing → review two fronts → adjust.

The 3 Practices

Take a focus into real games

Each practice is a focus you play with a hypothesis — not a drill. Practice 2 is your priority.

Practice 1 — The 1-2 Punch

Take space → punish how they deal with it.

“Take space, punish how they deal with that. Either they interrupt or contest. If they contest, your 2 is your aggressive mix. If they interrupt, your 2 is the ways you claim space in the first place.”— Ramses, exact frame

1 — Take space. Forward movement, nair in, claim mid-range (get position, not to hit).

2 — Punish how they deal with it. The 2 is different for each:

Interrupt

They attack during your setup/startup — hit you before the aerial is out (jump apex). A direct attack to stop you attacking. → Change how you claim space: forward → stationary (undershoot, empty jump, bait it + punish).

Contest

They attack the space you’re taking — wall it, trade with your nair, guess your jump timing. Keeps you from entering. → Vary your aggression: landing fair, dash jab, dash tilt, dash shield.

If they do neither, you took the space free → capitalize (corner / shield pressure).

Hypothesis
“I take space with nair in, then punish how they deal with it — interrupt → change how I claim space (stationary); contest → vary my aggression.”
Pilot on
Did they interrupt (hit me during setup) or contest (attack the space / trade)? Fire the matching 2. Don’t repeat a counter’d option.
Review
Idea — read interrupt vs contest right? Execution — right 2 (valuation), clean + right gear.

Practice 2 — Tempo & Defending Your Space Your #1

Roy sets tempo by taking mid-range and holding it — not W-keying. You come off fast by not retreating. When they move at you, wall your space (jab / nair interrupt / SH landing fair / OoS); shield is a punish for their burst, not a block.

Ramses names the leak: mid-level players rush to their next “optimal” move — better players wait outside burst range and let you commit. Don’t always be first to press.

Hypothesis
“I take mid-range and hold it — less dashback. Shield punishes their burst. When they move at me, I wall; I don’t give up my space.”
Pilot on
Am I holding my space or giving it back? Catch every dashback/retreat in the moment.
Read
Contested space: are they committing in (wall it + punish) or waiting / whiff-punishing (feint to bait, don’t overcommit)?
Review
Idea — was giving up space a read, or fear (piloting)? Execution — was my shield a real punish (valuation), or a reflex block?

Practice 3 — Advantage State

Hold the 50/50 — don’t just fish a kill.

The one idea. Advantage is a series of 50/50s. Each hit, they take a safe escape (low risk/reward — ledge, platform, airdodge, roll) or gamble a reversal (high risk/reward — swing out, attack out of a juggle). In order:

  1. Cover their safe escape first
    Hold the advantage — don’t overextend fishing a hit.
  2. Bait a reaction
    A gamestate change (dash in) to make them commit.
  3. Then set up the hit
    Only once they respect you.

These 3 steps ARE the pressure ladder — anti-reversal → feint → direct pressure — named below.

Keep covering the safe option until they overcommit to a reversal — that’s your kill. Overextending (fishing a kill every hit) is the #1 advantage mistake — respect them the moment they’re actually even.

Your Roy edge: guaranteed combos front-load your reward, so a reversal stings less — unlike Cloud you lead with the kill threat (10 ways to land the killing jab / side B). The threat scares them → their escape menu shrinks → the 50/50 goes lopsided in your favor.

Then pick ONE situation per session and cover their escapes:

Juggle — they’re above you · escapes: attack / airdodge / double-jump

Disarm their swing first: up-tilt anti-air, or space below them. Cover 2 options to force the double jump; fast-fall airdodge is their main escape → up air / up-tilt catches it. Up air → bair kills high.

Ledge Trap — on the ledge · neutral getup / roll / ledge jump / getup attack / ledge-drop aerial

Pressure the stall to dictate when they act. Safe: shield → grab the getup; nair covers neutral getup + ledge jump; bair/up air catch ledge jumps; vs roll → bair → landing up air. Hard reads kill: jab, f-tilt, falling up air, falling bair. 3 positions: in-front-of-getup (jab/bair/fsmash), roll-distance (safest), platform (covers ledge jump).

Edgeguard — offstage · chunk recovery High / Mid / Low

High = reactable → your go-to, cover on reaction. Low = the read → commit (match height, read DJ/up-B). Mid = 2-frame or commit. Roy: roll to ledge → dair, 2-frame dair, dair the ledge hang, bair offstage. Save your double jump.

Corner — cornered on stage · they’ve lost dashback; left with shield / roll / jump / win

Cover roll + jump first → dash-in-dash-out to make them roll/jump → when they freeze, direct pressure. Land aerial + dash away > land aerial + shield (better reaction coverage). Roy: cross-up delayed nair, quick fair → land up air (catch short hops), up air → bair kill.

⬆ The Ladder — the one system all 4 run on

Ramses’ advantage pressure ladder. Every situation above is the same 3 rungs:

  1. Anti-reversal
    Cover their escape/reversal first. (In advantage they’re scared and want out, so you start here — the mirror of neutral, where you start with direct pressure because they might mash.)
  2. Feint
    Dash-in-dash-out / empty movement to bait them into moving or committing.
  3. Direct pressure
    When they freeze, go in. The hard-read kill lives here — cash it when their options are most limited (cornered, frozen), not early.

Corner is the clearest example. Diagnostic: if they mash out instead of respecting you, drop to direct pressure immediately.

Hypothesis
“I climb the ladder — anti-reversal → feint → direct pressure. I don’t fish a kill early; I cash it when they’re frozen.” (Pick the situation you kept losing advantage in last set.)
Pilot on
Did I cover their escape first (anti-reversal), or overextend fishing for a hit?
Review
Idea — right rung, right escape covered? Execution — right option, and did I overextend into a reversal?

How Ramses says to practice

Play with a plan — not reps

Every time you play you’re doing one of two things, never “grinding reps”:

  • Find new theory — coaching, watching players, thinking/talking about the game. (Needed when you’re stuck.)
  • Refine theory — deliberate play + VOD review. Checking does my idea actually make sense.

Training mode is not practice. Use it only for tech / specific execution (your warmup). Reads, spacing, decisions are learned by playing with a plan.

The arc — Four Stages of Mastery

Unconscious incompetence (build awareness) → conscious incompetence (theory + field tests) → conscious competence (grind hours to translate theory → autopilot) → unconscious competence. Recognition timeline: late → slowly faster → on time → before it happens.

The session loop — scientific method

  1. Hypothesis + plan. The idea you’re testing AND how you’ll play it.
  2. Deliberate pilot on ONE thing. Attention is limited — spend it only on your focus, to define your flowchart. Trust autopilot for the rest.
  3. Gather info — make it measurable. Watch how they react to your movement:
    • Reactive = they wait and respond → create your situation (your setup beats their reaction).
    • Preemptive = they act before you’re set, whiff-punish → change strategy to punish how they preempt.
  4. Review on two fronts (ASAP): Idea → Knowledge / Read. Execution → Valuation / Execution (→ training mode) / Piloting. Context check: did my assumption lack context?
  5. Adjust the hypothesis and loop. Once the idea is right, grind it to autopilot.

If the info is very impactful, play a little LESS and let it sink in.

Ramses: habits betray intentions — a dashback/airdodge betrays fear, not analysis. Name the feeling. Never accept “the game just sucks” — ask how you influenced it.


Daily warmup — the only training-mode part

Movement: Izaw movement 1–7 · nair-3 spacing (SHFF, land nair 3 on shield as you touch ground) · full-momentum nair OoS.

Combos (rotate one/day): D-throw → Nair → Fair (0%) · Jab → Up Air · Jab → Bair · Jab → Side B (F-F-UP-F) · Nair 1 → Bair · edgeguard / 2-frame D-air. Full list on the Combos tab.

Weekly shape — play-to-learn, not a workout
  • Mon P2 (Defend Space) · Tue P1 (1-2 Punch) · Wed P3 (Advantage)
  • Thu P2 again (your #1) · Fri whichever front the review flagged worst
  • Sat tournament + VOD review of your worst set (backwards from the kill) · Sun free play, no focus — note what leaks

One focus, one hypothesis per session. If a lesson hit hard, play less and let it sink in.

Players to watch — Ramses’ list: Sonix, Spargo, Gluto, Light. Roy: Light (advantage/conversions), Goblin (positioning after hits), Kola (spacing). Watch a winning VOD backwards from the kill.


The teaching — the why

The framework (true every day)

  • 3 Layers: Strategy (where to be) → Situation (is it good yet?) → Interaction (play it out).
  • Create → Capitalize. Strategy creates the situation; the Interaction capitalizes.
  • RPS has layers: L0 nair → L1 their counter → L2 your answer → L3 back to nair.
  • Recognition, not problem-solving. You name what they did — the answer is pre-loaded. The goal is a better autopilot, not less autopilot.
  • Initiative = you move first so they react; reacting is the only thing you can read.

Practice 1 — validates

Your own words, Ramses confirmed: “interrupt → change how I use forward movement, usually stationary; contest → mix aggression with landing fairs, dash jabs, dash tilts, dash shields.” Feedback: jab more, dtilt/side-B less; up your speed of decision-making.

Practice 2 — validates

THIS is your “hold the line.” Ramses: “wall it, less dashback.” You give up space out of fear. Can’t set tempo (vs G&W) → play around theirs (“I cannot oppress you, but if you mess up I’ll wreck you”). Empty movement doesn’t work for Roy → build around spacing for nair.

Practice 3 — validates

Advantage is a series of 50/50s run by the pressure ladder (anti-reversal → feint → direct pressure). Roy’s edge: guaranteed combos front-load reward, so lead with the kill threat → their escapes shrink → work the filter. At ledge/corner be in position, don’t commit — let them reversal into your jab/d-tilt.

In one breath — play with a hypothesis, deliberate pilot on one thing, review the two fronts, adjust, grind to autopilot. Take your space and hold it (P2), run the 1-2 punch once you have it (P1), threaten the kill and position in advantage (P3).

Training System · built from Ramses’ Roy coaching + his practice method.