Editing Roy (SSB4)

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|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdesc=A reverse gripped downward slash. Very strong for a tilt attack, it usually KOs around 120% from center-stage when sweetspotted, making it a viable KO option. However, it has noticeable ending lag, making it punishable. The sweetspot is safe on shield if Roy does not directly touch the opponent's shield.
|ftiltdesc=A reverse gripped downward slash. Very strong for a tilt attack, it usually KOs around 120% from center-stage when sweetspotted, making it a viable KO option. However, it has noticeable ending lag, making it punishable. The sweetspot is safe on shield if Roy does not directly touch the opponent's shield.
|utiltname=Anti-air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltname= 
|utiltdmg=12%/7%
|utiltdmg=12%/7%
|utiltdesc=A reverse gripped overhead arcing slash. Very strong like his forward tilt, it usually KOs around 110% when sweetspotted. However, it has rather low horizontal range and high ending lag, which make it very punishable on shield.
|utiltdesc=A reverse gripped overhead arcing slash. Very strong like his forward tilt, it usually KOs around 110% when sweetspotted. However, it has rather low horizontal range and high ending lag, which make it very punishable on shield.
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|dtiltdmg=11%/6.5%
|dtiltdmg=11%/6.5%
|dtiltdesc=A kneeling thrust, identical to {{SSB4|Marth}} and {{SSB4|Lucina}}'s down tilts, but with lower range. Has the lowest amount of ending lag out of his tilt attacks, and is useful for [[shield stab]]bing, edgeguarding or starting [[Tech-chasing|tech-chases]] thanks to it being a [[semi-spike]]. However, it has much less knockback growth than his other tilts.
|dtiltdesc=A kneeling thrust, identical to {{SSB4|Marth}} and {{SSB4|Lucina}}'s down tilts, but with lower range. Has the lowest amount of ending lag out of his tilt attacks, and is useful for [[shield stab]]bing, edgeguarding or starting [[Tech-chasing|tech-chases]] thanks to it being a [[semi-spike]]. However, it has much less knockback growth than his other tilts.
|dashname=Raid Down ({{ja|レイドダウン|Reido Daun}})
|dashname= 
|dashdmg=13%/9%
|dashdmg=13%/9%
|dashdesc=An inward horizontal slash across the ground. It has good KO potential for a dash attack, KOing when sweetspotted around 130%, however it has moderate start-up and high ending lag, making it very unsafe on shield.
|dashdesc=An inward horizontal slash across the ground. It has good KO potential for a dash attack, KOing when sweetspotted around 130%, however it has moderate start-up and high ending lag, making it very unsafe on shield.
|fsmashname=Power Slash ({{ja|パワー スマッシュ|Pawā Sumasshu}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (close), {{ChargedSmashDmgSSB4|17}} (mid), {{ChargedSmashDmgSSB4|12}} (far)
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (close), {{ChargedSmashDmgSSB4|17}} (mid), {{ChargedSmashDmgSSB4|12}} (far)
|fsmashdesc=Rotates his body to perform a lunging, two-handed downward slash. It is one of the strongest forward smashes in the game when sweetspotted, as it can KO as low as 40% with [[rage]]. It also has very long disjointed range due to Roy lunging while performing it, and it comes out on frame 14, which is rather fast for a smash attack of its power. However, it has high ending lag and its hitbox does not last long, which make it very punishable when whiffed. It is based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''.
|fsmashdesc=Rotates his body to perform a lunging, two-handed downward slash. It is one of the strongest forward smashes in the game when sweetspotted, as it can KO as low as 40% with [[rage]]. It also has very long disjointed range due to Roy lunging while performing it, and it comes out on frame 14, which is rather fast for a smash attack of its power. However, it has high ending lag and its hitbox does not last long, which make it very punishable when whiffed. It is based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''.
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|usmashdmg={{ChargedSmashDmgSSB4|1}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hits 2-4), {{ChargedSmashDmgSSB4|10}} (hit 5)
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hits 2-4), {{ChargedSmashDmgSSB4|10}} (hit 5)
|usmashdesc=An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. Powerful enough to KO middleweights around 100% while uncharged. Good for juggling opponents in the air, as it grants intangibility to Roy's arm throughout its duration. The attack's multiple hits transition faster if the initial portion of the thrust connects. The move also deals 1% more damage on an aerial opponent (for a total of 18% if all hits connect). High ending lag like his other smash attacks.
|usmashdesc=An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. Powerful enough to KO middleweights around 100% while uncharged. Good for juggling opponents in the air, as it grants intangibility to Roy's arm throughout its duration. The attack's multiple hits transition faster if the initial portion of the thrust connects. The move also deals 1% more damage on an aerial opponent (for a total of 18% if all hits connect). High ending lag like his other smash attacks.
|dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|10}} (front hit) {{ChargedSmashDmgSSB4|17}}/{{ChargedSmashDmgSSB4|11}} (back hit)
|dsmashdmg={{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|10}} (front hit) {{ChargedSmashDmgSSB4|17}}/{{ChargedSmashDmgSSB4|11}} (back hit)
|dsmashdesc=A kneeling outward slash in front of himself and then behind himself. Weaker than his other smash attacks, but it has the fastest start-up, and is useful for punishing rolls. Can KO uncharged around the 120% range if sweetspotted with the front hit, and around 100% sweetspotted with the back hit. While it has very quick start-up, it has the longest ending lag of all his smash attacks, which makes it very punishable when whiffed.
|dsmashdesc=A kneeling outward slash in front of himself and then behind himself. Weaker than his other smash attacks, but it has the fastest start-up, and is useful for punishing rolls. Can KO uncharged around the 120% range if sweetspotted with the front hit, and around 100% sweetspotted with the back hit. While it has very quick start-up, it has the longest ending lag of all his smash attacks, which makes it very punishable when whiffed.
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|nairdmg=6%/4% (hit 1), 8.5%/5% (hit 2)
|nairdmg=6%/4% (hit 1), 8.5%/5% (hit 2)
|nairdesc=An inward slash followed by a spinning, outward slash. One of Roy's most useful spacing and combo options thanks to its quick start-up, long-lasting duration, and low landing lag. The second hit is capable of attacking behind him, and the sourspot can catch opponents before he lands. The first hit is risky due to its short range, but it is a surprisingly effective combo starter. Very useful for KO set-ups at high percents, as landing the first hit can lead into an up tilt, up smash, or [[Blazer]].
|nairdesc=An inward slash followed by a spinning, outward slash. One of Roy's most useful spacing and combo options thanks to its quick start-up, long-lasting duration, and low landing lag. The second hit is capable of attacking behind him, and the sourspot can catch opponents before he lands. The first hit is risky due to its short range, but it is a surprisingly effective combo starter. Very useful for KO set-ups at high percents, as landing the first hit can lead into an up tilt, up smash, or [[Blazer]].
|fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}})
|fairname= 
|fairdmg=11%/7%
|fairdmg=11%/7%
|fairdesc=A downward slash. It is fairly strong when sweetspotted, as it can KO opponents reliably while on-stage and especially off-stage. Good for air-to-air combat because of its low ending lag. It is possible to jump out of one from a short hop, and it can be used twice before landing from a jump. If performed fast enough, it can combo into itself when using his double jump.
|fairdesc=A downward slash. It is fairly strong when sweetspotted, as it can KO opponents reliably while on-stage and especially off-stage. Good for air-to-air combat because of its low ending lag. It is possible to jump out of one from a short hop, and it can be used twice before landing from a jump. If performed fast enough, it can combo into itself when using his double jump.
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|bairdmg=12%/9%
|bairdmg=12%/9%
|bairdesc=Rotates his body to perform an upward slash. It is stronger than forward aerial, and can KO opponents reliably while on-stage and especially off-stage. Covers good vertical and horizontal range, but has rather high ending lag. Like with Marth and Lucina's back aerials, it turns Roy around when used. Unlike their back aerials, however, its sourspot can [[lock]] opponents at medium percents if they miss a tech.
|bairdesc=Rotates his body to perform an upward slash. It is stronger than forward aerial, and can KO opponents reliably while on-stage and especially off-stage. Covers good vertical and horizontal range, but has rather high ending lag. Like with Marth and Lucina's back aerials, it turns Roy around when used. Unlike their back aerials, however, its sourspot can [[lock]] opponents at medium percents if they miss a tech.
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairname= 
|uairdmg=9%/6%
|uairdmg=9%/6%
|uairdesc=A backflipping, upward arcing slash. The weakest of Roy's aerials in terms of damage and knockback, but it is his fastest one, due to it coming out on frame 5 (the same as his neutral attack). Its large arc and speed also make it suitable for juggling and/or combos, as it is able to follow up with most of his grounded attacks at low percents while he is falling, and into his aerials at high percents. Its sourspot also has a long duration, which allows it to function as a KO set-up, such as into back aerial or Blazer.
|uairdesc=A backflipping, upward arcing slash. The weakest of Roy's aerials in terms of damage and knockback, but it is his fastest one, due to it coming out on frame 5 (the same as his neutral attack). Its large arc and speed also make it suitable for juggling and/or combos, as it is able to follow up with most of his grounded attacks at low percents while he is falling, and into his aerials at high percents. Its sourspot also has a long duration, which allows it to function as a KO set-up, such as into back aerial or Blazer.
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|dairdmg=15%/10%
|dairdmg=15%/10%
|dairdesc=A two-handed, downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. It has a powerful [[meteor smash]] hitbox near the Binding Blade's hilt, while the rest of its blade launches opponents upward. KOs around 130% when sweetspotted on-stage. However, it has considerable ending and landing lag, which makes it risky to use off-stage, especially due to Roy's very high falling speed.
|dairdesc=A two-handed, downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. It has a powerful [[meteor smash]] hitbox near the Binding Blade's hilt, while the rest of its blade launches opponents upward. KOs around 130% when sweetspotted on-stage. However, it has considerable ending and landing lag, which makes it risky to use off-stage, especially due to Roy's very high falling speed.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches out with his free hand.
|grabdesc=Reaches out with his free hand.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname= 
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=A knee strike. A fairly fast pummel.
|pummeldesc=A knee strike. A fairly fast pummel.
|fthrowname=Roll Over ({{ja|ロールオーバー|Rōru Ōbā}})
|fthrowname= 
|fthrowdmg=5%
|fthrowdmg=5%
|fthrowdesc=Spins and flings the opponent forward. While the throw only causes very low hitstun, its low ending lag and low knockback allow it to combo into a neutral attack or forward tilt at low percents, and a dash attack at medium percents. It can also potentially combo into a dashing up smash if the opponent does not react in time, and works very well as a set-up for a neutral aerial, which, when hit, can chain into even more combos. At high percents, it is also able to set up a tech-chase.
|fthrowdesc=Spins and flings the opponent forward. While the throw only causes very low hitstun, its low ending lag and low knockback allow it to combo into a neutral attack or forward tilt at low percents, and a dash attack at medium percents. It can also potentially combo into a dashing up smash if the opponent does not react in time, and works very well as a set-up for a neutral aerial, which, when hit, can chain into even more combos. At high percents, it is also able to set up a tech-chase.
|bthrowname=Leg Hooker ({{ja|レッグフッカー|Reggu Fukkā}})
|bthrowname= 
|bthrowdmg=5%
|bthrowdmg=5%
|bthrowdesc=Tosses the opponent behind himself. Has weak diagonal knockback that causes the throw to have a somewhat fixed trajectory even at high percents. Low hitstun like his other throws, but its angle allows Roy to read the opponent's reaction and capitalize on it. If the opponent does not expect it, this can lead into down aerial at low percents or a back aerial for a KO at high percents near the edge, although the latter requires precise timing.
|bthrowdesc=Tosses the opponent behind himself. Has weak diagonal knockback that causes the throw to have a somewhat fixed trajectory even at high percents. Low hitstun like his other throws, but its angle allows Roy to read the opponent's reaction and capitalize on it. If the opponent does not expect it, this can lead into down aerial at low percents or a back aerial for a KO at high percents near the edge, although the latter requires precise timing.
|uthrowname=Casting ({{ja|キャスティング|Kyasutingu}})
|uthrowname= 
|uthrowdmg=6%
|uthrowdmg=6%
|uthrowdesc=Heaves the opponent upward with his free hand. Like Marth and Lucina's up throws, it is Roy's only throw with KO potential, although it starts KOing slightly later in comparison (at around 170%).
|uthrowdesc=Heaves the opponent upward with his free hand. Like Marth and Lucina's up throws, it is Roy's only throw with KO potential, although it starts KOing slightly later in comparison (at around 170%).

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