Editing Roy (SSB4)

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|ranking = 41
|ranking = 41
}}
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:{{Cquote|''Roy Seals the Deal!''|cite=Introduction tagline}}
:{{Cquote|Roy Seals the Deal!|cite=Introduction tagline}}
'''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is a playable character in ''[[Super Smash Bros. 4]]''. Initially [[Leak#Roy and Ryu data|leaked]] via data mining of update [[1.0.6]],<ref>[http://www.ign.com/articles/2015/06/13/ryu-and-roy-for-smash-bros-leaked Ryu and Roy for Smash Bros. Wii U, 3DS Leaked]</ref> Roy was formally announced alongside {{SSB4|Ryu}} during a [[Nintendo Direct]] on June 14th, 2015, and was made available that same day as [[Downloadable content (SSB4)|downloadable content]] alongside {{SSB4|Lucas}} and Ryu.<ref>[https://www.youtube.com/watch?v=WWM-SCjIuNg Super Smash Bros. for Nintendo 3DS / Wii U - New Content Approaching 6.14.15]</ref> {{s|wikipedia|Jun Fukuyama}} reprises his role as Roy's voice actor from ''[[Super Smash Bros. Melee]]'', providing new voice clips that mimic the ones he recorded in the game.<ref>[https://www.sourcegaming.info/2015/06/25/ryu-roy-and-lucas-join-the-battle-sakurai-famitsu-column-vol-481/ Ryu, Roy, and Lucas join the battle!]</ref> Roy, {{SSB4|Marth}}, [[Takamaru]], the [[Prince of Sablé]], and {{SSB4|Cloud}} are the only characters that speak Japanese in every regional version of ''SSB4''.
'''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is a playable character in ''[[Super Smash Bros. 4]]''. Initially [[Leak#Roy and Ryu data|leaked]] via data mining of update [[1.0.6]],<ref>[http://www.ign.com/articles/2015/06/13/ryu-and-roy-for-smash-bros-leaked Ryu and Roy for Smash Bros. Wii U, 3DS Leaked]</ref> Roy was formally announced alongside {{SSB4|Ryu}} during a [[Nintendo Direct]] on June 14th, 2015, and was made available that same day as [[Downloadable content (SSB4)|downloadable content]] alongside {{SSB4|Lucas}} and Ryu.<ref>[https://www.youtube.com/watch?v=WWM-SCjIuNg Super Smash Bros. for Nintendo 3DS / Wii U - New Content Approaching 6.14.15]</ref> {{s|wikipedia|Jun Fukuyama}} reprises his role as Roy's voice actor from ''[[Super Smash Bros. Melee]]'', providing new voice clips that mimic the ones he recorded in the game.<ref>[https://www.sourcegaming.info/2015/06/25/ryu-roy-and-lucas-join-the-battle-sakurai-famitsu-column-vol-481/ Ryu, Roy, and Lucas join the battle!]</ref>


Roy is ranked 41st out of 54 on the [[tier list]], placing him in the E tier. This is a slight improvement to his low-tier placement in ''Melee'', where he was ranked 21st out of 26. However, due to ''SSB4''{{'}}s tier structure, Roy is actually rendered as a mid-tier character. Roy boasts good overall mobility and attack speed, owing to very fast [[dash]]ing and [[air speed]]s, alongside fast-starting attacks that allow him to quickly react to openings. When coupled with the [[Binding Blade]]'s highly damaging sweetspots, which are close to its hilt, he boasts impressive power and a number of strong KOing options at close range. In addition, Roy also benefits from gameplay changes brought about by ''SSB4'': the [[rage]] mechanic supplements his strong sweetspotted attacks, the changes to hitstun and shieldstun make his sweetspots significantly safer on hit, while the updated edge mechanics improve his recovery. Finally, Roy also has a varied combo game that is difficult to predict and grants him above average damage racking potential, with reliable combo starters from low to medium percents including forward and down throw, neutral attack, neutral and up aerial, and [[Double-Edge Dance]].
Roy is ranked 41st out of 54 on the [[tier list]], placing him in the E tier. This is roughly similar to Roy's low-tier placement in ''Melee'', where he was ranked 21st out of 26. However, due to ''SSB4''{{'}}s tier structure, Roy is actually rendered as a mid-tier character.


Unfortunately, Roy is strongly held back by a poor approach, owing to his slow [[air acceleration]] and unsafe aerials that cannot [[autocancel]] in a [[short hop]]. On a related note, Roy is ineffective at spacing: despite having disjointed range, the Binding Blade's inconvenient sourspots force him to space his sweetspotted attacks dangerously close to opponents. In addition, Roy's combo game is also flawed: his sweetspotted moves are ineffective at performing lengthy combos past medium percents, while his forward, back and down throws are heavily reliant on reads because of their very low hitstun. Finally, Roy suffers from a poor recovery: [[Blazer]] is predictable and covers very minimal vertical distance, while his very fast [[falling speed]] not only hinders his recovery, but also makes him susceptible to combos.
Roy boasts good overall mobility and attack speed, owing to very fast [[dash]]ing and [[air speed]]s, alongside fast-starting attacks that allow him to quickly react to openings. When coupled with the [[fireemblemwiki:Binding Blade (weapon)|Binding Blade]]'s highly damaging sweetspots, which are close to its hilt, he boasts impressive power and a number of strong KOing options at close range.


Although initially received positively, his flaws became more apparent as time went on, and as such Roy had attained below-average tournament representation. Despite this, he has achieved some degree of competitive success, thanks to the likes of players such as {{Sm|Cloudy}}, {{Sm|HyperKirby}}, and {{Sm|TheFlow}}.
He also benefits from gameplay changes brought about by ''SSB4'': the [[rage]] mechanic supplements his strong sweetspotted attacks, the changes to hitstun and shieldstun make his sweetspots significantly safer on hit, while the updated edge mechanics improve his recovery. Roy also has a varied combo game that is difficult to predict and grants him above average damage racking potential, with reliable combo starters from low to medium percents including forward and down throw, neutral attack, neutral and up aerial, and [[Double-Edge Dance]].
 
Roy, however, is strongly held back by a poor approach, owing to his slow [[air acceleration]] and unsafe aerials that cannot [[autocancel]] in a [[short hop]]. On a related note, Roy is ineffective at spacing: despite having disjointed range, the Binding Blade' inconvenient sourspots force him to space his sweetspotted attacks dangerously close to opponents.
 
Roy's combo game is also flawed: his sweetspotted moves are ineffective at performing lengthy combos past medium percents, while his forward, back and down throws are heavily reliant on reads because of their very low hitstun. Finally, Roy suffers from a poor recovery: [[Blazer]] is predictable and covers very minimal vertical distance, while his very fast [[falling speed]] not only hinders his recovery, but also makes him susceptible to combos.
 
Due to the above factors, Roy has attained below-average tournament representation. Despite this, he has achieved some degree of competitive success, thanks to the likes of players such as {{Sm|Hyper Kirby}}, {{Sm|Flow}}, and {{Sm|Cloudy}}.


==Attributes==
==Attributes==
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Roy is frequently placed within a group of characters ({{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Charizard}}, {{SSB4|King Dedede}} and {{SSB4|Pit}}) that are the most noticeably reworked [[veteran]]s in ''SSB4''. In Roy's case, several of his moves were de-cloned from {{SSB4|Marth}} in a similar vein to {{SSBB|Falco}} and {{SSBB|Ganondorf}} in ''[[Brawl]]'', to the point that he is now a semi-clone. Although Roy received a mix of buffs and nerfs in the transition from ''Melee'' to ''SSB4'', he has overall been buffed.
Roy is frequently placed within a group of characters ({{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Charizard}}, {{SSB4|King Dedede}} and {{SSB4|Pit}}) that are the most noticeably reworked [[veteran]]s in ''SSB4''. In Roy's case, several of his moves were de-cloned from {{SSB4|Marth}} in a similar vein to {{SSBB|Falco}} and {{SSBB|Ganondorf}} in ''[[Brawl]]'', to the point that he is now a semi-clone. Although Roy received a mix of buffs and nerfs in the transition from ''Melee'' to ''SSB4'', he has overall been buffed.


Among Roy's buffs are his greatly improved mobility, now having a much faster dashing speed and one of the fastest air speeds in the game, as well as his moveset being notably more rewarding than in ''Melee'': most of his moves are different from Marth, such as his new neutral attack, forward and up tilts, dash attack and down aerial, most of which have reduced lag, improved hitbox placements, and increased power, improving his close-ranged offense and combo game, and giving him more reliable KO moves. His damage output is much higher, and his sweetspotted attacks are considerably more powerful, giving him a bevy of new KOing options, which generally alleviates his main weakness from ''Melee''. His attack speed is faster overall, with his aerials in particular having significantly reduced ending and landing lag, [[L-canceling]] notwithstanding. The addition of [[rage]] boosts his KO power even further, while his heavier weight allows him to use it quite effectively. He also has much better endurance thanks to a his much higher weight. Lastly, Roy's recovery is generally better, thanks to [[Blazer]]'s improved horizontal distance, his faster air speed, and the removal of [[edge hogging]].
Among Roy's buffs are his greatly improved mobility, now having a much faster dashing speed and one of the fastest air speeds in the game, as well as his moveset being notably more rewarding than in ''Melee'': most of his moves are different from Marth, such as his new neutral attack, forward and up tilts, dash attack and down aerial, most of which have reduced lag, improved hitbox placements, and increased power, improving his close-ranged offense and combo game, and giving him more reliable KO moves. His damage output is much higher, and his sweetspotted attacks are considerably more powerful, giving him a bevy of new KOing options, which generally alleviates his main weakness from ''Melee''. His attack speed is faster overall, with his aerials in particular having significantly reduced ending and landing lag, [[L-canceling]] notwithstanding. The addition of [[rage]] boosts his KO power even further, while his heavier weight allows him to use it quite effectively. He also has much better endurance thanks to a his much higher weight. Lastly, Roy's recovery is generally better, thanks to [[Blazer]]'s improved horizontal distance, his faster air speed, and the introduction of edge trumping.


However, Roy has also received several nerfs. Roy now stands at Marth's height, which enlarges his hurtbox, though his attacks have much shorter ranges and hitbox durations in spite of this, forcing him to fight at a much closer range, exacerbating one of his key weaknesses in ''Melee''. For the most part, Roy is also harmed by the post-''Melee'' gameplay changes: the loss of [[wavedash]]ing and L-canceling, as well as the weakening of [[dash-dancing]], noticeably worsen his approach. The general increase in range for other characters since ''Melee'', such as with {{SSB4|Donkey Kong}} and {{SSB4|Bowser}}, also indirectly hurts him. [[Double-Edge Dance]]'s first hit has almost completely lost its ability to stall his descent due to his faster falling speed, which hurts his recovery despite its improvements. Lastly, Roy's heavier weight makes him easy to combo despite falling speeds being slower in ''SSB4'' than they were in ''Melee''.
However, Roy has also received several nerfs. Roy now stands at Marth's height, which enlarges his hurtbox, though his attacks have much shorter ranges and hitbox durations in spite of this, forcing him to fight at a much closer range, exacerbating one of his key weaknesses in ''Melee''. For the most part, Roy is also harmed by the post-''Melee'' gameplay changes: the loss of [[wavedash]]ing and L-canceling, as well as the weakening of [[dash-dancing]], noticeably worsen his approach. The general increase in range for other characters since ''Melee'', such as with {{SSB4|Donkey Kong}} and {{SSB4|Bowser}}, also indirectly hurts him. [[Double-Edge Dance]]'s first hit has almost completely lost its ability to stall his descent due to his faster falling speed, which hurts his recovery despite its improvements. Lastly, Roy's heavier weight makes him easy to combo despite falling speeds being slower in ''SSB4'' than they were in ''Melee''.
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===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have decreased ending lag (FAF 50 → 46 (neutral), FAF 35 → 30 (forward), FAF 43 → 36 (back), FAF 49 → 42 (up), FAF 64 → 52 (down)).}}
*{{buff|All aerials have decreased ending lag (FAF 50 → 46 (neutral), FAF 35 → 30 (forward), FAF 43 → 36 (back), FAF 49 → 42 (up), FAF 64 → 52 (down)).}}
*{{nerf|Neutral, forward, and up aerials autocancel later (frame 32 → 47 (neutral), frame 30 → 33 (forward), frame 30 → 38 (up)). Forward aerial in particular no longer has an autocancel window, losing its ability to autocancel.}}
*{{nerf|Neutral, forward, and up aerials autocancel later (frame 32 → 47 (neutral), frame 30 → 33 (forward), frame 30 → 38 (up)). Neutral and up aerials no longer autocancel in a short hop and forward air no longer has an autocancel window, losing its ability to autocancel.}}
*{{change|All aerials have decreased landing lag (20/10 frames (normal/L-canceled) → 11 (neutral), 20/10 frames → 13 (forward), 24/12 frames → 16 (back), 18/9 frames → 14 (up), 32/16 frames → 23 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated.}}
*{{change|All aerials have decreased landing lag (20/10 frames (normal/L-canceled) → 11 (neutral), 20/10 frames → 13 (forward), 24/12 frames → 16 (back), 18/9 frames → 14 (up), 32/16 frames → 23 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
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*[[Floor attack]]:
*[[Floor attack]]:
**{{buff|Front and back floor attacks deal more damage (6% → 7%).}}
**{{buff|Front and back floor attacks deal more damage (6% → 7%).}}
**{{change|Due to the introduction of [[tripping]] in ''Brawl'', Roy has received a floor attack after tripping.}}
**{{change|Due to the introduction of tripping in ''Brawl'', Roy has received a floor attack after tripping.}}


===Special moves===
===Special moves===
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|game=SSB4
|game=SSB4
|nocustoms=y
|nocustoms=y
|neutralname=Slash ({{ja|リフトスラッシュ|Rifuto Surasshu}}, ''Lift Slash'')
|neutralname=Slash
|neutralcount=1
|neutralcount=1
|neutral1dmg=7.5%/4.8%
|neutral1dmg=7.5%/4.8%
|neutraldesc=A reversed gripped upward slash. Easily chains into itself, forward tilt and a grab at low percents, and his forward and up aerials at high percents. Starts at frame 5, making it a great tool for spacing, combos, and stopping approaches.
|neutraldesc=A reversed gripped upward slash. Easily chains into itself, forward tilt and a grab at low percents, and his forward and up aerials at high percents. Starts at frame 5, making it a great tool for spacing, combos, and stopping approaches.
|ftiltname=Sharp Edge ({{ja|オーバーバッシュ|ōbābasshu}}, ''Over Bash'')
|ftiltname=Sharp Edge
|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=&nbsp;
|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.
|dtiltname=Low Stab ({{ja|ロースラスト|Rō Surasuto}}), ''Low Thrust'')
|dtiltname=Low Stab
|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=&nbsp;
|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=&nbsp;
|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''.
|usmashname=Flame Sword ({{ja|フレイムソード|Fureimu Sōdo}})
|usmashname=Flame Sword
|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=&nbsp;
|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.
|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairname=Double Slash
|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=&nbsp;
|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.
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairname=&nbsp;
|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=&nbsp;
|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.
|dairname=Half Moon ({{ja|メテオドロップ|meteodoroppu}}, ''Meteor Drop'')
|dairname=Half Moon
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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%).
|dthrowname=Slam ({{ja|グラブドロップ|Gurabo Doroppu}}, ''Grab Drop'')
|dthrowname=Slam
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=A one-armed body slam. Aesthetically, it appears almost identical to forward throw, with its only difference being a shockwave effect to indicate the opponent hitting the ground. Mechanically, it functions much differently, as it launches the opponent directly above Roy and is a [[true combo]] into Blazer on most characters up to medium percents. Like Roy's forward throw, this throw causes very low hitstun, but its low base knockback and low knockback growth allow it to combo into neutral attack, up tilt and forward tilt at low percents, with the neutral attack combo allowing for the possibility of chaining into another grab if the opponent does not react in time. It can also combo into a neutral aerial, forward aerial and up aerial at medium percents.
|dthrowdesc=A one-armed body slam. Aesthetically, it appears almost identical to forward throw, with its only difference being a shockwave effect to indicate the opponent hitting the ground. Mechanically, it functions much differently, as it launches the opponent directly above Roy and is a [[true combo]] into Blazer on most characters up to medium percents. Like Roy's forward throw, this throw causes very low hitstun, but its low base knockback and low knockback growth allow it to combo into neutral attack, up tilt and forward tilt at low percents, with the neutral attack combo allowing for the possibility of chaining into another grab if the opponent does not react in time. It can also combo into a neutral aerial, forward aerial and up aerial at medium percents.
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| Fourth Hit (Down) || 2% (hit 1-4), 5%/3% (hit 5) || Steps forward, bends close to the ground, and does a flurry of five stabs. The last hit launches opponents away.
| Fourth Hit (Down) || 2% (hit 1-4), 5%/3% (hit 5) || Steps forward, bends close to the ground, and does a flurry of five stabs. The last hit launches opponents away.
|}
|}
===Stats===
{{Attributes
|cast = 58
|weight = 95
|rweight = 30-32
|dash = 1.4
|rdash = 42-46
|run = 1.95
|rrun = 11
|walk = 1.15
|rwalk = 24-27
|trac = 0.06
|rtrac = 14-24
|airfric = 0.005
|rairfric = 52-54
|air = 1.24
|rair = 4
|baseaccel = 0.02
|rbaseaccel = 8-9
|addaccel = 0.03
|raddaccel = 54-56
|gravity = 0.114
|rgravity = 9
|fall = 1.8
|rfall = 5-8
|ff = 2.9
|rff = 6
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 30.969999
|rjumpheight = 45
|shorthop = 13
|rshorthop = 52-53
|djump = 28
|rdjump = 48-49
|ellag = 5
|rellag = 47-56
}}


===[[Announcer]] call===
===[[Announcer]] call===
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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{{Crowd
|-
|game=SSB4
!{{{name|}}}
|char=Roy
!Cheer (English)
|desc-us=Roy's our boy!
!Cheer (Japanese)
|desc-jp=Roy! Roy! Roy!
!Cheer (Spanish)
|pitch-us=Female
|-
|pitch-jp=Female}}
! scope="row"|Cheer
|[[File:Roy Cheer English SSB4 SSBU.ogg|center]]||[[File:Roy Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Roy Cheer Spanish SSB4 SSBU.ogg|center]]
|-
! scope="row"|Description
|Roy's our boy! || Roy! Roy! Roy! || Roy! Roy! Roy Roy Roy!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (German)
!Cheer (Italian)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Roy Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Roy Cheer French PAL SSB4.ogg|center]]||[[File:Roy Cheer German SSB4 SSBU.ogg|center]]||[[File:Roy Cheer Italian SSB4 SSBU.ogg|center]]
|-
! scope="row"|Description
|Allez Roy ! || Roy! *claps 2 times* || Ro - y!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Tier placement and history===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
Roy's initial perception among the community was very positive; players almost immediately recognized his powerful offense due to the prominent strengths of his sweetspotted attacks, heavily damaging throw set-ups, and significantly improved mobility. These views were especially noted because his semi-clone, {{SSB4|Marth}}, and by extension {{SSB4|Lucina}}, were considered poor characters at the time. Despite his extremely low representation, which was unseen of a perceived high-tier character, most of the community believed that Roy was a viable character, with some claiming him to be the premier swordfighter in the game. Even so, his viability was also disputed due to his sparse tournament placements and difficulty in initiating combo setups. Furthermore, characters considered worse than him received a variety of buffs in later updates, with a corresponding increase in tournament results and representation than Roy, while his weaknesses were made much more apparent to the community. As such, opinions on Roy quickly started to change for the worse due to his vulnerability to combos, weak recovery, and an ineffective close-ranged playstyle due to his poor approach and unimpressive range. In spite of his flaws and lacking tournament presence, Roy was ranked 32nd on the first ''4BR'' [[tier list]], placing him at the top of the low-tier.


''See also: [[:Category:Roy players (SSB4)]]''
Unfortunately for Roy, update [[1.1.4]] granted Marth and Lucina major buffs that significantly increased their effectiveness, while Roy only gained minor landing lag decreases to his aerials. This resulted in them, especially Marth, achieving improved results from professionals and saw their opinions reassessed as those of a high-tier and a mid-tier character, respectively. Conversely, Roy remained a low-tier character due to the minimal effectiveness of his buffs from update 1.1.4. The lack of significant breakthroughs to his lackluster approaches and middling combo game . Only served to further damage Roy's negative perception, which saw Roy being ranked 50th on the second tier list, placing him at the bottom of the low-tier.


*{{Sm|Cloudy|Mexico}} - The greatest Roy player of all-time. He is best known for many noteworthy performances in Mexico, ranking top 10 in the country for most of ''Smash 4'' and placing 2nd at {{Trn|Smash Fest 3}}, defeating several of Mexico's best players including {{Sm|Maister}} and {{Sm|Chag}}, as well as 9th at {{Trn|Smash Factor 6}}, defeating {{Sm|Kameme}}. He seldomly left Mexico, with his most notable out-of-region performance being 33rd at {{Trn|2GGC: Fire Emblem Saga}}.
However, Roy players managed to achieve more success afterwards, with three Roy players in {{Sm|Manny}}, {{Sm|VoiD}} and {{Sm|ScAtt}}, managed to place 4th, 7th and 25th, respectively, at [[Smash the Record 2016]], with the former two having played against each other in a Roy ditto. Ryo also managed to achieve better results with Roy. When coupled with Ryo's previous feat at Super Smash Con, Roy was ranked 44th on the third tier list, placing him in the upper portion of the low-tier. Roy's results would improve even further after Cloudy's high placing of 9th at [[Smash Factor 6]] while upsetting {{Sm|Kameme}}, 33rd at [[2GGC: Fire Emblem Saga]] as well, {{Sm|Serge}} reaching 7th with Roy as a secondary, and {{Sm|komorikiri}} placing 16th at [[2GG Championship]] while defeating {{Sm|CaptainZack}}. Despite this, Roy remains ranked at 41st on the fourth and final tier list, though due to the expansion of the tiers, he is now ranked as a mid-tier character. Throughout the game’s competitive lifespan, Roy's standing relative to the cast was among divisive compared to most of the cast. While a number of top players consider his placement to be accurate due to his polarized toolkit causing him to struggle against numerous characters, many players agreed that Roy could potentially rise slightly higher thanks to his good power and mobility.
*{{Sm|komorikiri|Japan}} - Better known for using {{SSB4|Cloud}} and {{SSB4|Sonic}}, but had a noteworthy Roy secondary used in the latter half of 2017, most notably to defeat {{Sm|CaptainZack}} at the {{Trn|2GG Championship}}. In addition, he used exclusively Roy to place 5th at {{Trn|Sumabato 20}} and 9th at {{Trn|Sumabato 21}}, some of the best solo placements for a Roy player at ranked events.
*{{Sm|TheFlow|France}} - The best Roy player in Europe, ranking 30th on the [[European Smash 4 Power Rankings]]. He is best known for placing 7th at {{Trn|Albion 3}} and regularly placing highly at French events, including winning several Neokan weeklies and placing 4th at [https://www.start.gg/tournament/smash-3-days-4/event/big-wanted-1v1-single Big Wanted #1] and 5th at [https://www.start.gg/tournament/wanted-9-hollywood-edition-1/details WANTED 9: Hollywood Edition].
*{{Sm|Hyper Kirby|USA}} - The best Roy player in the United States, often considered a mid-tier hidden boss, as his tournament activity was mostly in Georgia. He often placed top 3 at Gwinnett Brawl events, and as a result, was able to defeat Georgia's PGR-ranked players {{Sm|ScAtt}} and {{Sm|Fatality}} numerous times. His 17th-place finish at {{Trn|MomoCon 2017}} marks the best placement from a Roy player at a major, and he had also placed 25th at both {{Trn|DreamHack Atlanta 2017}} and {{Trn|MomoCon 2018}}.
*{{Sm|Ryo|USA}} - Used Roy as a secondary to his Ike, and was known for his advancements to Roy's metagame. He placed 9th at {{Trn|Super Smash Con 2016}}, 25th at {{Trn|CEO 2017}}, and 33rd at {{Trn|2GGT: ZeRo Saga}}; however, those events were primarily with Ike.


===Tier placement and history===
===Most historically significant players===
Throughout the game’s competitive lifespan, Roy's standing relative to the cast was among divisive compared to most of the cast. Upon his release, Roy was perceived very positively among the community; players almost immediately recognized his powerful offense due to the prominent strengths of his sweetspotted attacks, heavily damaging throw set-ups, and significantly improved mobility. These views were especially noted because his semi-clone {{SSB4|Marth}}, and by extension Marth's clone {{SSB4|Lucina}}, were considered poor characters at the time. As such, many in the community believed that Roy was a viable character, with some even claiming him to be the premier swordfighter in the game. This perception, however, was heavily disputed due to his low representation for a perceived high-tier and difficulty in initiating combo setups. Further supporting the disputers were the buffs to characters considered worse than Roy in later updates, with a corresponding increase in tournament results and representation. Conversely, Roy's representation remained unimpressive, and his vulnerability to combos, weak recovery, and an ineffective close-ranged playstyle due to his poor approach and unimpressive range became more apparent as time went on. As such, opinions on Roy quickly declined, and he was ranked 32nd on the first ''4BR'' [[tier list]], placing him at the top of the low-tier.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


Update [[1.1.4]] granted Marth and Lucina major buffs that significantly increased their effectiveness, allowing both characters, especially Marth, to receive improved results, eventually leading to their viability reassessments. Conversely, Roy only gained minor landing lag decreases to his aerials, and as such, remained a low-tier character due to the minimal effectiveness of his buffs from update 1.1.4. The lack of significant breakthroughs to his lackluster approaches and middling combo game only served to further damage Roy's negative perception, and he plummeted on the second tier list to 50th, placing him at the bottom of the low-tier.
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''


After the second tier list, Roy was finally able to see some advancements in his metagames thanks to dedicated players, allowing his representation to improve ever-so slightly. Ryo's secondary Roy, which allowed him to place 9th at {{Trn|Super Smash Con 2016}}, was one of the first noteworthy performances for Roy, and additional secondary usage and noteworthy regional performances allowed him to rise to 44th on the third tier list. 2017, however, was by far the best year for Roy yet, as it featured several high major placements from {{Sm|Hyper Kirby}}, {{Sm|Cloudy}}'s run to 9th at {{Trn|Smash Factor 6}} defeating {{Sm|Kameme}}, and {{Sm|komorikiri}} successfully using solo-Roy at several {{Trn|Sumabato}} events and defeating {{Sm|CaptainZack}} at {{Trn|2GG Championship}}. Despite this success, Roy only rose slightly to 41st on the fourth and final tier list, though due to the expansion of the tiers, he is now ranked as a mid-tier character. While a number of top players consider his placement to be accurate due to his polarized toolkit causing him to struggle against numerous characters, many other players agreed that Roy could potentially rise just a bit higher thanks to his good power and mobility, as well as impressive results at smaller yet notable events such as Cloudy's run to 2nd at {{Trn|Smash Fest 3}} and {{Sm|TheFlow}}'s run to 7th at {{Trn|Albion 2}}.
''See also: [[:Category:Roy players (SSB4)]]''


==In Solo Modes==
*{{Sm|Cloudy|Mexico}} - The best Roy player in the world. Placed 9th at {{Trn|Smash Factor 6}} and 33rd at both {{Trn|2GGC: Fire Emblem Saga}} and {{Trn|Smash Factor 7}} with wins over players such as {{Sm|Kameme}} and {{Sm|Mr.R}}.
===[[All-Star Mode]]===
*{{Sm|komorikiri|Japan}} (#12) - Used Roy as a secondary. Placed 5th at {{Trn|Sumabato 20}} and 9th at {{Trn|Sumabato 21}} with a win over {{Sm|CaptainZack}}.
In All-Star Mode, Roy is fought in Stage 6 in the 3DS version or Stage 2 in the Wii U version if he has been downloaded alongside {{SSB4|Zero Suit Samus}}, {{SSB4|Ike}}, {{SSB4|Lucas}}, {{SSB4|Olimar}}, {{SSB4|Lucario}}, {{SSB4|Toon Link}}, {{SSB4|Villager}}, and {{SSB4|Bowser Jr.}}
*{{Sm|TheFlow|France}} - The best Roy player in Europe. Placed 7th at {{Trn|Albion 3}}, 9th at {{Trn|talent.io}}, and 25th at {{Trn|SALT}} with wins over players such as {{Sm|Lima}} and {{Sm|Glutonny}}. Ranked 30th on the [[European Smash 4 Power Rankings]].
 
*{{Sm|Hyper Kirby|USA}} - The best Roy player in the United States. Placed 17th at {{Trn|MomoCon 2017}} and 25th at both {{Trn|DreamHack Atlanta 2017}} and {{Trn|MomoCon 2018}} with wins over players such as {{Sm|Kameme}}, {{Sm|Fatality}}, and {{Sm|ScAtt}}.
===[[Congratulations screen]]s===
*{{Sm|Ryo|USA}} (#77) - Used Roy as a secondary to his Ike. Placed 9th at {{Trn|Super Smash Con 2016}}, 25th at {{Trn|CEO 2017}}, and 33rd at {{Trn|2GGT: ZeRo Saga}}. He is also known for advancing Roy's metagame.
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Roy.png|Classic Mode
SSB4-3DS Congratulations All-Star Roy.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Roy.png|Classic Mode
SSB4-Wii U Congratulations All-Star Roy.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
==[[Trophies]]==
Roy's default trophy is obtained by clearing Classic Mode as Roy. His alternate trophy is obtained by clearing All-Star Mode as Roy in the 3DS version or booting up the game after downloading Roy in the Wii U version. The Critical Hit (Roy) trophy is obtained only in the Wii U version by clearing All-Star Mode as Roy.
{{Trophy/Fighter
{{Trophy/Fighter
|name=Roy
|name=Roy
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*Roy and {{SSB4|Ryu}} are the only DLC characters to be released on the same day as their announcement.
*Roy and {{SSB4|Ryu}} are the only DLC characters to be released on the same day as their announcement.
*Roy's pose in his official art is nearly identical to his pose in his official art for ''Melee''.
*Roy's pose in his official art is nearly identical to his pose in his official art for ''Melee''.
*Roy is the only one of the DLC veterans to not have had a trophy depicting them in the base game.
*Roy is the only one of the DLC veterans to not have had a trophy depicting him in the base game.
*Aspects of Roy's sound design have been carried over from ''Melee'':
*Aspects of Roy's sound design have been carried over from ''Melee'':
**All of his sourspotted attacks emit a punch/kick sound effect, instead of a slash sound effect.
**All of his sourspotted attacks emit a punch/kick sound effect, instead of a slash sound effect.
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**He only has one voice clip upon being blast KO'd (also shared with Mewtwo, as well as {{SSB4|Jigglypuff}} and {{SSB4|Bayonetta}}).
**He only has one voice clip upon being blast KO'd (also shared with Mewtwo, as well as {{SSB4|Jigglypuff}} and {{SSB4|Bayonetta}}).
*Roy's up smash, Flame Sword, shares the same name as {{SSB4|Mega Man}}'s forward aerial.
*Roy's up smash, Flame Sword, shares the same name as {{SSB4|Mega Man}}'s forward aerial.
*Roy, {{SSB4|Marth}}, and {{SSB4|Cloud}} are the only characters to speak Japanese in every regional version of ''SSB4''.
*Like Marth in his transition from ''Melee'' to ''Brawl'', Roy's first and third [[victory pose]]s have swapped quotes.
*Like Marth in his transition from ''Melee'' to ''Brawl'', Roy's first and third [[victory pose]]s have swapped quotes.
*If Roy's [[on-screen appearance]] occurs on one of [[Distant Planet]]'s leaf [[platform]]s, he will descend with the leaf, but the Binding Blade will remain stationary in the air until it returns to Roy once the battle actually starts.
*If Roy's [[on-screen appearance]] occurs on one of [[Distant Planet]]'s leaf [[platform]]s, he will descend with the leaf, but the Binding Blade will remain stationary in the air until it returns to Roy once the battle actually starts.
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<!--If you're gonna write something about the Roy/Roy Koopa or Superspicy Curry references in the trailer, don't, because they are already on the SSB4 trailers page-->
<!--If you're gonna write something about the Roy/Roy Koopa or Superspicy Curry references in the trailer, don't, because they are already on the SSB4 trailers page-->
*Roy's new [[Final Smash]] is less powerful than his fully-charged Flare Blade.
*Roy's new [[Final Smash]] is less powerful than his fully-charged Flare Blade.
*Roy is one of two DLC characters to be made available for purchase the day of their reveal, with the other being Ryu.
*Roy is one of only two characters in the ''Super Smash Bros.'' series to have the same name as another playable fighter, his counterpart being the [[Koopaling]] named [[Bowser Jr.|Roy Koopa]]. This is referenced in an official image on the ''Super Smash Bros. 4'' website.
*Roy is one of only two characters in the ''Super Smash Bros.'' series to have the same name as another playable fighter, his counterpart being the [[Koopaling]] named [[Bowser Jr.|Roy Koopa]]. This is referenced in an official image on the ''Super Smash Bros. 4'' website.
**Additionally, despite having the same name, the [[announcer]] has two different voice clips for announcing ''Fire Emblem'' Roy's and Roy Koopa's names.
**Additionally, despite having the same name, the [[Announcer]] has two different voice clips for announcing Roy and Roy Koopa's names.
*Roy is the only DLC fighter in the series to not have a projectile of any sort.
*Roy is the only DLC fighter in the series to not have a projectile of any sort.


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