Editing Roy (SSBM)

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Overall, Roy does not fall into any specific fighter archetype; while having a slew of powerful attacks, Roy himself is rather nimble, boasting a relatively fast dash and a long [[dash dance]], combined with very high falling speed. However, Roy has a relatively below-average air speed, similar to {{SSBM|Marth}}. A combination of a fast falling speed and low traction gives Roy a somewhat long wavedash (sixth longest in the game).
Overall, Roy does not fall into any specific fighter archetype; while having a slew of powerful attacks, Roy himself is rather nimble, boasting a relatively fast dash and a long [[dash dance]], combined with very high falling speed. However, Roy has a relatively below-average air speed, similar to {{SSBM|Marth}}. A combination of a fast falling speed and low traction gives Roy a somewhat long wavedash (sixth longest in the game).


Being a clone of a top-tiered character in ''Melee'' (The character in question being {{SSBM|Marth}}), Roy inherits some positive properties emblematic of Marth's game plan. Due to his movement properties and long wavedash, Roy has excellent ground-based movement. His down tilt also serves as a respectable poke and combo starter, as it will send opponents straight up when hit, allowing for a follow-up. Combined with an effective grab game, with the second-largest non-disjointed grab range (behind only Marth), Roy can somewhat emulate one portion of Marth's effective [[neutral game]] play: threatening grabs and down tilt out of his dash dance. With his ability to [[chaingrab]] some fastfallers such as {{SSBM|Fox}} and {{SSBM|Falco}} with his up throw, [[tech chase]] opponents and set up [[edgeguard]]s with his down and forward throws, as well as perform a handful of other combo setups that stem from his grab, Roy can force his opponents to respect him in the neutral while creating tangible threats as well. Roy also has a very fast [[SHFFL]] due to his fast falling speed and low-startup aerials, allowing him to further protect his space as needed.
Being a clone of a top-tiered character in ''Melee'', Roy inherits some positive properties emblematic of Marth's game plan. Due to his movement properties and long wavedash, Roy has excellent ground-based movement. His down tilt also serves as a respectable poke and combo starter, as it will send opponents straight up when hit, allowing for a follow-up. Combined with an effective grab game, with the second-largest non-disjointed grab range (behind only Marth), Roy can somewhat emulate one portion of Marth's effective [[neutral game]] play: threatening grabs and down tilt out of his dash dance. With his ability to [[chaingrab]] some fastfallers such as {{SSBM|Fox}} and {{SSBM|Falco}} with his up throw, [[tech chase]] opponents and set up [[edgeguard]]s with his down and forward throws, as well as perform a handful of other combo setups that stem from his grab, Roy can force his opponents to respect him in the neutral while creating tangible threats as well. Roy also has a very fast [[SHFFL]] due to his fast falling speed and low-startup aerials, allowing him to further protect his space as needed.


Roy also boasts high power in most of his ground-based attacks. Roy's forward smash, like Marth's, has quick startup and covers a large range; this is his primary KO move, and most of Roy's combos will end with a sweetspotted forward smash to send opponents off-stage. Its greater power up close can also punish overzealous opponents who carelessly step into Roy's threat zone, allowing for reversal situations. His other two smash attacks are more situational, but both his down and up smashes are strong when landed; the latter even has multi-hit properties and can [[spike]] when struck at the tip, although this is very situational. Roy's specials are also quite strong as well; [[Flare Blade]] is a decent edgeguarding tactic and has huge knockback nearing [[one-hit KO]] thresholds when fully charged, [[Double-Edge Dance]] can serve as a backup neutral poke with strong third and fourth hits, and [[Counter]] can be used as a devastating surprise option, turning the tables against single, strong hits when the opponent least expects it. Counter can also intercept linear recoveries, and because it scales based on move power, it will almost assuredly KO most recovering opponents if landed, unlike Marth's Counter, which often simply resets the situation.
Roy also boasts high power in most of his ground-based attacks. Roy's forward smash, like Marth's, has quick startup and covers a large range; this is his primary KO move, and most of Roy's combos will end with a sweetspotted forward smash to send opponents off-stage. Its greater power up close can also punish overzealous opponents who carelessly step into Roy's threat zone, allowing for reversal situations. His other two smash attacks are more situational, but both his down and up smashes are strong when landed; the latter even has multi-hit properties and can [[spike]] when struck at the tip, although this is very situational. Roy's specials are also quite strong as well; [[Flare Blade]] is a decent edgeguarding tactic and has huge knockback nearing [[one-hit KO]] thresholds when fully charged, [[Double-Edge Dance]] can serve as a backup neutral poke with strong third and fourth hits, and [[Counter]] can be used as a devastating surprise option, turning the tables against single, strong hits when the opponent least expects it. Counter can also intercept linear recoveries, and because it scales based on move power, it will almost assuredly KO most recovering opponents if landed, unlike Marth's Counter, which often simply resets the situation.

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