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|ssbgame2 = SSB4 | |ssbgame2 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = | |tier = S | ||
|ranking = | |ranking = 8 | ||
}} | }} | ||
'''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', officially confirmed on June 12th, 2018 and is an unlockable fighter akin to his appearance in ''[[Super Smash Bros. Melee]]''. Roy is classified as [[Fighter number|Fighter #25]]. | '''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', officially confirmed on June 12th, 2018 and is an unlockable fighter akin to his appearance in ''[[Super Smash Bros. Melee]]''. Roy is classified as [[Fighter number|Fighter #25]]. | ||
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This is the first time in the ''Super Smash Bros.'' series where Roy is not voiced in Japanese in all regions. In international releases, Roy is voiced in English by {{iw|wikipedia|Ray Chase|voice actor}}, who reprises his role from ''{{iw|fireemblem|Fire Emblem Heroes}}''. {{iw|wikipedia|Jun Fukuyama}}'s portrayal of Roy from ''[[Super Smash Bros. 4]]'' was repurposed for the Japanese version. | This is the first time in the ''Super Smash Bros.'' series where Roy is not voiced in Japanese in all regions. In international releases, Roy is voiced in English by {{iw|wikipedia|Ray Chase|voice actor}}, who reprises his role from ''{{iw|fireemblem|Fire Emblem Heroes}}''. {{iw|wikipedia|Jun Fukuyama}}'s portrayal of Roy from ''[[Super Smash Bros. 4]]'' was repurposed for the Japanese version. | ||
Roy is ranked | Roy is ranked 8th out of 82 on the [[tier list]], placing him in the S tier. This is a massive improvement from his mid-tier placement in ''SSB4'', where he was ranked 41st out of 54, and is his best placement in the series. He is one of the veterans with the largest improvement in the transition from ''SSB4'' to ''Ultimate'', along with {{SSBU|Pac-Man}}. Roy has fast air and dash speeds which, combined with great frame data in his aerials and tilts, gives him a strong combo game and several mix-up options. The new mechanics in ''Ultimate'' also benefit Roy by making it easier for him to hit his sweetspot at the hilt and thus making it easier for him to take stocks at a relatively early percentage. Finally, Roy possesses a strong set of specials such as [[Double-Edge Dance]], which has been improved from the previous game to be overall faster and stronger. | ||
However, Roy also has several weaknesses | However, Roy also has several weaknesses. Roy's fast falling speed makes it easy for him to be comboed, and he has little options that allow him to escape. His recovery is also weak compared to other characters, as [[Blazer]] covers little vertical distance, making it possible for Roy to die early due to a gimp. Finally, Roy's raw strength relies on him getting the sweetspot at the hilt, which means he either has to get dangerously close to his opponent to hit it or deal minimal knockback and damage if the sourspot hits. | ||
Overall, Roy is considered to be one of the best swordfighters in the game, and this has been reflected by his above-average representation in the metagame, which is spearheaded by players such as {{Sm|Kola}}, {{Sm|Goblin}}, and {{Sm|HIKARU}}. | Overall, Roy is considered to be one of the best swordfighters in the game, and this has been reflected by his above-average representation in the metagame, which is spearheaded by players such as {{Sm|Kola}}, {{Sm|Goblin}}, and {{Sm|HIKARU}}. | ||
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Roy is also extremely effective at shield pressure and mix-ups. Many of his aerials and his down tilt are safe on shield against shield grabs, allowing him to pressure the opponent's shield until they choose an option to escape, which Roy can then punish. Roy's neutral attack is useful thanks to its KO confirms into his forward, back and up aerials, as well as its ability to pressure shields and to catch the enemy coming out of shield. Roy's neutral aerial is also very effective as a cross-up attack on characters who lack out of shield options that hit behind them. Up aerial can also function as a combo starter and is safe on shield, and leads into different follow-ups dependent on whether the sweetspot or the sourspot connects. Roy can also simply grab opponents for shielding against him; he has simple but efficient throw combos such as down throw into neutral aerial or up aerial depending on percent. Roy even possesses some shield break set-ups if the opponent is not careful, rewarding Roy with a Flare Blade punish. | Roy is also extremely effective at shield pressure and mix-ups. Many of his aerials and his down tilt are safe on shield against shield grabs, allowing him to pressure the opponent's shield until they choose an option to escape, which Roy can then punish. Roy's neutral attack is useful thanks to its KO confirms into his forward, back and up aerials, as well as its ability to pressure shields and to catch the enemy coming out of shield. Roy's neutral aerial is also very effective as a cross-up attack on characters who lack out of shield options that hit behind them. Up aerial can also function as a combo starter and is safe on shield, and leads into different follow-ups dependent on whether the sweetspot or the sourspot connects. Roy can also simply grab opponents for shielding against him; he has simple but efficient throw combos such as down throw into neutral aerial or up aerial depending on percent. Roy even possesses some shield break set-ups if the opponent is not careful, rewarding Roy with a Flare Blade punish. | ||
Roy's special moveset maintains his sheer speed and KO power; [[Flare Blade]] is known for being one of the strongest single-hitting attacks in the game, with the capability to one-hit KO any fighter in the game when fully charged. Combined with its ability to be reversed and its extremely high knockback, it adds up to be a very potent [[edge-guarding]] and ledge trapping tool, and has deceptively low ending lag despite its power to avoid punishment. As a result, Roy is one of few characters who can reliably close out stocks on shield breaks regardless of the | Roy's special moveset maintains his sheer speed and KO power; [[Flare Blade]] is known for being one of the strongest single-hitting attacks in the game, with the capability to one-hit KO any fighter in the game when fully charged. Combined with its ability to be reversed and its extremely high knockback, it adds up to be a very potent [[edge-guarding]] and ledge trapping tool, and has deceptively low ending lag despite its power to avoid punishment. As a result, Roy is one of few characters who can reliably close out stocks on any shield breaks regardless of the opponents damage. [[Double-Edge Dance]] is a quick and efficient damage-racking series of high-speed sword slashes, along with being a reliable finisher at higher percentages if sweetspotted; it is fast enough for each hit to connect reliably and catch spot dodges. His main recovery move, [[Blazer]], is an excellent [[out of shield]] option, due to gaining super [[armor]] on startup and having decent knockback growth when grounded. Lastly, his [[Counter]] has a short window of active frames compared to other counterattacks, but it makes up for being one of the strongest counters in the game thanks to its 1.35× damage multiplier. | ||
Despite Roy's numerous strengths, he has noticeable weaknesses. His biggest flaw stems from his own inverse tipper attribute; by relying on close-quarters attacks to deal damage, it gives him below-average effective reach compared to other swordfighters due to the Binding Blade's tip dealing weak knockback and damage. Thus, Roy cannot rely on a spacing playstyle in spite of his status as a swordsman, since his sourspotted attacks are less reliable as combo starters. This forces him to get dangerously close to the opponent in order for his attacks to properly start combos and deal more damage. This is further worsened by many of his attacks having high ending lag, which makes Roy very punishable if his attacks are simply thrown out without caution. In all, he cannot perform optimally when spacing with the tip of his sword, but cannot afford to make mistakes when at close range without running the risk of massive punishment. | Despite Roy's numerous strengths, he has noticeable weaknesses. His biggest flaw stems from his own inverse tipper attribute; by relying on close-quarters attacks to deal damage, it gives him below-average effective reach compared to other swordfighters due to the Binding Blade's tip dealing weak knockback and damage. Thus, Roy cannot rely on a spacing playstyle in spite of his status as a swordsman, since his sourspotted attacks are less reliable as combo starters. This forces him to get dangerously close to the opponent in order for his attacks to properly start combos and deal more damage. This is further worsened by many of his attacks having high ending lag, which makes Roy very punishable if his attacks are simply thrown out without caution. In all, he cannot perform optimally when spacing with the tip of his sword, but cannot afford to make mistakes when at close range without running the risk of massive punishment. | ||
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==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Roy was infamous for being a lower-ranked character in previous appearances, with his [[Roy (SSBM)|debut appearance in ''Melee'']] being particularly egregious. Even in ''SSB4'', he still retained a committal approach and unsafe aerials (especially compared to other fellow swordfighters), and his inverse tipper attribute | Roy was infamous for being the a lower-ranked character in previous appearances, with his [[Roy (SSBM)|debut appearance in ''Melee'']] being particularly egregious. Even in ''SSB4'', he still retained a committal approach and unsafe aerials (especially compared to other fellow swordfighters), and his inverse tipper attribute hindering his spacing abilities, which collectively resulted in both his lower mid tier placement and being ranked as the lowest ranked DLC fighter. Likely owing to this, Roy has been heavily buffed overall in his transition to ''Ultimate'', and is the only DLC fighter from ''SSB4'' to remain mostly buffed in that transition. | ||
Roy's most significant improvements are indirect, as he benefits noticeably from the changes to the universal gameplay mechanics in ''Ultimate''. The improved flexibility of [[dash cancel]]ing and the decreased landing lag on his aerials greatly improve his combo game, aerial offense, rushdown potential, and make his KO power consistent. Complementing this, the universal mobility increase benefits Roy's core strategy of closing the distance on his opponents and landing hits with the hilt of his sword, as well as helping counterbalance his vulnerability to camping. These changes almost fully alleviate the need to approach at dangerously close ranges in order to deal optimal damage and knockback, which was his main flaw that had plagued him in previous games and was not present in his other fellow swordfighters. | Roy's most significant improvements are indirect, as he benefits noticeably from the changes to the universal gameplay mechanics in ''Ultimate''. The improved flexibility of [[dash cancel]]ing and the decreased landing lag on his aerials greatly improve his combo game, aerial offense, rushdown potential, and make his KO power consistent. Complementing this, the universal mobility increase benefits Roy's core strategy of closing the distance on his opponents and landing hits with the hilt of his sword, as well as helping counterbalance his vulnerability to camping. These changes almost fully alleviate the need to approach at dangerously close ranges in order to deal optimal damage and knockback, which was his main flaw that had plagued him in previous games and was not present in his other fellow swordfighters. | ||
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Some of Roy's useful buffs are also direct. Moves like his [[dash attack]], [[forward tilt]], [[forward aerial|forward]], [[back aerial|back]] and [[up aerial]]s, and [[Double-Edge Dance]], have increased power, significantly increasing his options at higher percentages and further toning down his trouble at KOing. Furthermore, KO confirms with his neutral attack and the first hit of neutral aerial or a sourspotted up aerial have become much more consistent and reliable. A small amount of his moves have also had their hitbox placements improved, which is notable in his forward smash and Double-Edge Dance, the former of which can now hit opponents in the lower platforms of {{SSBU|Battlefield}}. Double-Edge Dance has also been sped up greatly, making its hits link into each other much more consistently. His air game in general has directly improved, as forward aerial now auto-cancels in a short hop and has knockback and angle adjustments that make it better for both combos and KOs; neutral, back and up aerials are stronger (the lattermost of which can now KO reliably), and down aerial has larger sweetspots. These changes, compounded with his lower landing lag all-around, makes Roy's air game one of the most versatile and fearsome of any character. | Some of Roy's useful buffs are also direct. Moves like his [[dash attack]], [[forward tilt]], [[forward aerial|forward]], [[back aerial|back]] and [[up aerial]]s, and [[Double-Edge Dance]], have increased power, significantly increasing his options at higher percentages and further toning down his trouble at KOing. Furthermore, KO confirms with his neutral attack and the first hit of neutral aerial or a sourspotted up aerial have become much more consistent and reliable. A small amount of his moves have also had their hitbox placements improved, which is notable in his forward smash and Double-Edge Dance, the former of which can now hit opponents in the lower platforms of {{SSBU|Battlefield}}. Double-Edge Dance has also been sped up greatly, making its hits link into each other much more consistently. His air game in general has directly improved, as forward aerial now auto-cancels in a short hop and has knockback and angle adjustments that make it better for both combos and KOs; neutral, back and up aerials are stronger (the lattermost of which can now KO reliably), and down aerial has larger sweetspots. These changes, compounded with his lower landing lag all-around, makes Roy's air game one of the most versatile and fearsome of any character. | ||
However, Roy is not without a few nerfs, some of which are significant. [[Blazer]] now needs to travel half its maximum distance before it can sweetspot ledges and also deals less knockback, reducing its use as a KO option. | However, Roy is not without a few nerfs, some of which are significant. His forward throw has lost its combo potential altogether, and down throw has less followups due to its increased knockback. [[Blazer]] now needs to travel half its maximum distance before it can sweetspot ledges and also deals less knockback, reducing its use as a KO option. Moreover, while these nerfs are comparatively few, Roy still has some of his flaws from past games, such as mediocre offstage survivability, a vulnerability to combos, and an ineffective spacing game. | ||
Overall, Roy's core playstyle remains fundamentally the same as it was in ''SSB4'', but the changes made to the game's engine and his substantial buffs now make him less polarizing and allows him to comfortably play aggressively up close, while retaining his raw power, range, and speed mostly intact | Overall, Roy's core playstyle remains fundamentally the same as it was in ''SSB4'', but the changes made to the game's engine and his substantial buffs now make him less polarizing and allows him to comfortably play aggressively up close, while retaining his raw power, range, and speed mostly intact. Because of this, he is considered to be much more viable than he was in any of his previous playable appearances, and is widely seen as one of the best swordfighters in the game and a very powerful character in competitive play. | ||
{{SSB4 to SSBU changelist|char=Roy}} | {{SSB4 to SSBU changelist|char=Roy}} | ||
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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. Comes out on frame 8 with somewhat low ending lag. Very powerful for a tilt considering its speed, being capable of KOing at under 130% from center-stage when sweetspotted. Overall, it is the second strongest forward tilt in the game, narrowly beating {{SSBU|Ike}}'s and only losing slightly to {{SSBU|Incineroar}}'s. | |ftiltdesc=A reverse-gripped downward slash. Comes out on frame 8 with somewhat low ending lag. Very powerful for a tilt considering its speed, being capable of KOing at under 130% from center-stage when sweetspotted. Overall, it is the second strongest forward tilt in the game, narrowly beating {{SSBU|Ike}}'s and only losing slightly to {{SSBU|Incineroar}}'s. | ||
|utiltname=Anti- | |utiltname=Anti-Air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}}) | ||
|utiltdmg=12%/7% | |utiltdmg=12%/7% | ||
|utiltdesc=A reversed gripped overhead arcing slash. Like forward tilt, it has remarkably good speed and power when sweetspotted, capable KOing at around 120%. However, the ending lag is quite high, making whiffs punishable. | |utiltdesc=A reversed gripped overhead arcing slash. Like forward tilt, it has remarkably good speed and power when sweetspotted, capable KOing at around 120%. However, the ending lag is quite high, making whiffs punishable. | ||
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|dashdmg=13%/9% | |dashdmg=13%/9% | ||
|dashdesc=An inward horizontal slash across the ground. Very strong for a dash attack, KOing at around 110% near the ledge. However, it has noticeable startup and high ending lag, which makes it very unsafe on shield. | |dashdesc=An inward horizontal slash across the ground. Very strong for a dash attack, KOing at around 110% near the ledge. However, it has noticeable startup and high ending lag, which makes it very unsafe on shield. | ||
|fsmashname=Power Slash ({{ja|パワー スマッシュ|Pawā Sumasshu}}) | |fsmashname= Power Slash ({{ja|パワー スマッシュ|Pawā Sumasshu}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBU|20}} (close), {{ChargedSmashDmgSSBU|17}} (mid), {{ChargedSmashDmgSSBU|12}} (far) | |fsmashdmg={{ChargedSmashDmgSSBU|20}} (close), {{ChargedSmashDmgSSBU|17}} (mid), {{ChargedSmashDmgSSBU|12}} (far) | ||
|fsmashdesc=Rotates his body to perform a lunging, two-handed downward slash. Despite coming out rather quickly (frame 13), it has extremely high damage and knockback and is one of the strongest forward smashes in the game when sweetspotted, capable of KOing as low as 40% with max rage. However, it has high ending lag and a short duration. 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. Despite coming out rather quickly (frame 13), it has extremely high damage and knockback and is one of the strongest forward smashes in the game when sweetspotted, capable of KOing as low as 40% with max rage. However, it has high ending lag and a short duration. It is based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''. | ||
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|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | |pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike. | |pummeldesc=A knee strike. A fairly fast pummel. | ||
|fthrowname=Elbowbutt ({{ja|エルボーバット|Erubōbatto}}) | |fthrowname=Elbowbutt ({{ja|エルボーバット|Erubōbatto}}) | ||
|fthrowdmg=5% | |fthrowdmg=5% | ||
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|uthrowname=Casting ({{ja|キャスティング|Kyasutingu}}) | |uthrowname=Casting ({{ja|キャスティング|Kyasutingu}}) | ||
|uthrowdmg=6% | |uthrowdmg=6% | ||
|uthrowdesc=Heaves the opponent upward with his free hand. Roy's only throw with KO potential, starting around | |uthrowdesc=Heaves the opponent upward with his free hand. Roy's only throw with KO potential, starting around 170%. Can allow up aerial chains at low to mid percents. | ||
|dthrowname=Slam ({{ja|グラブドロップ|Gurabo Doroppu}}, ''Grab Drop'') | |dthrowname=Slam ({{ja|グラブドロップ|Gurabo Doroppu}}, ''Grab Drop'') | ||
|dthrowdmg=5% | |dthrowdmg=5% | ||
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|usdesc=A jumping reverse gripped slash, which ignites the Binding Blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. The grounded version deals more damage and knockback, and has brief [[super armor]] before Roy leaves the ground, making it Roy's best option [[out of shield]]. Roy cannot sweetspot ledges with the move unless he has traveled half of Blazer's maximum distance. | |usdesc=A jumping reverse gripped slash, which ignites the Binding Blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. The grounded version deals more damage and knockback, and has brief [[super armor]] before Roy leaves the ground, making it Roy's best option [[out of shield]]. Roy cannot sweetspot ledges with the move unless he has traveled half of Blazer's maximum distance. | ||
|dsname=Counter | |dsname=Counter | ||
|dsdmg=1.35× (minimum | |dsdmg=1.35× (minimum 9%) | ||
|dsdesc=[[fireemblemwiki:Counter|Parries]] and then [[counterattack]]s against any incoming attacks with an outward slash that ignites the Binding Blade. It has a 1.35× damage multiplier, the third-highest of any counterattack in the game by default, with [[Counter Throw]] and [[Gut Check]] tied for second (1.5×), [[Rebel's Guard|Tetrakarn]] in first (1.6×), and [[Vision]] surpassing it while the Buster Monado Art is active. | |dsdesc=[[fireemblemwiki:Counter|Parries]] and then [[counterattack]]s against any incoming attacks with an outward slash that ignites the Binding Blade. It has a 1.35× damage multiplier, the third-highest of any counterattack in the game by default, with [[Counter Throw]] and [[Gut Check]] tied for second (1.5×), [[Rebel's Guard|Tetrakarn]] in first (1.6×), and [[Vision]] surpassing it while the Buster Monado Art is active. | ||
|fsname=Critical Hit | |fsname=Critical Hit | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
When ''Ultimate'' released, Roy looked promising in the meta due to the universal decreased landing lag on aerials and ability to use tilts out of a dash, which drastically fixed one of his biggest weaknesses. Along with his excellent mobility and some of the strongest KO power in the game, many professionals believed that Roy could potentially be a top-tier character. However, people also noticed that his [[Echo Fighter]], {{SSBU|Chrom}}, despite having less power and a significantly worse recovery than Roy, was more consistent due to his lack of sourspots, making him better at spacing than Roy. Chrom also had a notorious sacrificial KO move from his forward aerial to Soaring Slash. Although the latter was eventually removed, Chrom was still widely agreed to be one of the best characters in the game and was considered to be better than Roy in the early metagame. Despite this, Roy has achieved many noteworthy results thanks to players such as {{Sm|Goblin}} and {{Sm|Flow|p=France}}, and is still thought to be significantly improved from ''Smash 4'', with many players ranking him as a high-tier or even top-tier character. | |||
Roy's reputation would only improve from here on out, especially during and after the end of the online metagame. {{Sm|SALTONE}}, a rising star prior to the pandemic, made waves during the online metagame and ultimately placed 1st on the [[Wi-Fi Warrior Rank v5]]. He maintained this momentum after offline play returned, and consistently placed top 8 at majors. Other Roy players such as Goblin and {{Sm|HIKARU}} would also see strong results during this period, leading to an increase in Roy's representation, especially in the United States: Roy had the second-highest character usage by the end of 2021,<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1zTKrF1HOv70Pp8xdJKrRQy3QiMYKLTCstoVNgxymt0o/edit#gid=0|title=OrionRank Ultimate: Eclipse character usage}}</ref> and continues to be a top 10 character representation-wise in the following year.<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1gRlzy4z_dpqb2ZRhGoqtbDcuvUKz_ROsMZHGegon53M/edit#gid=329450080|title=OrionRank 2022 character usage}}</ref> With Chrom's decline as a result to a shrinking playerbase, many players such as {{Sm|Dabuz}} and {{Sm|Tweek}} consider Roy to be one of the best, if not the best, Fire Emblem characters in the game, and the character is widely accepted to be a top-tier, ranking 8th on the current tier list. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--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 --> | <!--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 --> | ||
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''See also: [[:Category:Roy players (SSBU)]]'' | ''See also: [[:Category:Roy players (SSBU)]]'' | ||
*{{Sm|alice|Japan}} - | *{{Sm|alice|Japan}} - One of the best Roy players in Japan in the post-pandemic era with a breakout tournament of 25th at {{Trn|Maesuma TOP 5}} and would continue to place highly at other events with a 4th at {{Trn|Maesuma TOP 14}} and 7th at {{Trn|Maesuma TOP 10}}. Notably took a set over {{Sm|acola}} at {{Trn|Maesuma Offline (Shikoku)}} and {{Sm|Sonix}} at the {{Trn|Smash World Tour 2021 Championships}}. | ||
*{{Sm|Flow|p=France|France}} - The best Roy player in Europe | *{{Sm|Flow|p=France|France}} - The best Roy player in Europe. Made top 8 at some of the largest European tournaments with 5th at {{Trn|Ultimate WANTED 3}} and 7th at both {{Trn|Syndicate 2019}} and {{Trn|VCA 2021}}. Overseas, he also placed 17th at {{Trn|Kagaribi 11}}, one of the largest Japanese tournaments of all-time; also beating {{Sm|ProtoBanham}} and {{Sm|Jogibu}} at the event. He was previously ranked 12th on the [[PGRU v3 EU]]. | ||
*{{Sm|Goblin|USA}} - The second | *{{Sm|Goblin|USA}} - The second current best Roy player in the United States and the best one in 2019. He was the highest ranked Roy main during 2019, being 42nd on the [[Fall 2019 PGRU]], making supermajor placements such as 13th at {{Trn|2GG: Kongo Saga}} and 17th at {{Trn|Shine 2019}} with wins over {{Sm|Tweek}} and {{Sm|Samsora}}. He has continued to do well at offline tournaments after the pandemic, placing 5th at {{Trn|Riptide}} and {{Trn|Let's Make Big Moves 2022}}. Ranked 83rd on the [[UltRank 2022]]. | ||
*{{Sm|HIKARU|Japan}} - Known for his other characters such as {{SSBU|Donkey Kong}}, but picked up Roy in post-pandemic tournaments and | *{{Sm|HIKARU|Japan}} - Known for his other characters such as {{SSBU|Donkey Kong}}, but picked up Roy in post-pandemic tournaments and is the current best Roy player in Japan. He won {{Trn|Maesuma TOP 5}} with solo Roy, as well as {{Trn|Sumabato SP 27}} and {{Trn|KOWLOON 2}} as one of his characters. His Roy has wins over players such as {{Sm|kameme}}, {{Sm|Tea}}, and {{Sm|zackray}}. Ranked 34th on the [[UltRank 2022]]. | ||
*{{Sm|Mugen|USA}} - One of the best Roy players in | *{{Sm|Mugen|USA}} - One of the best Roy players in the United States. Started showing prominence in 2022, starting with a notable run of 9th place at {{Trn|Glitch - Infinite}} with wins over {{Sm|Tilde}} and {{Sm|Leon}} and a 17th place at {{Trn|Let's Make Big Moves 2022}} with a win over {{Sm|Ling}}. He was formerly ranked 92nd on the [[OrionRank 2022]]. | ||
*{{Sm|Kola|USA}} - The best Roy player | *{{Sm|Kola|USA}} - The best Roy player in the world. Won {{Trn|CEO 2021}} where he double-eliminated {{Sm|Glutonny}}. He has also made runner-up performances at {{Trn|Let's Make Big Moves 2022}} and {{Trn|Low Tide City 2022}} on top of a multitude of top 8s at major tournaments with Roy as his central character. Ranked 13th on the [[UltRank 2022]]. He is also considered one of the best online players, placing 1st at {{Trn|Soaked Series Invitational}} primarily using Roy, which to date is one of the largest online tournaments in ''Smash Bros.'' history. | ||
*{{Sm|tk3|Japan}} - Co-mains Roy with Chrom and is considered one the best Roy players in Japan. Prior to 2022, he was considered the best Roy in the country with major placements such as 5th at {{Trn|Kagaribi 3}}, 9th at {{Trn|Kagaribi 4}}, and 13th at {{Trn|EVO Japan 2020}} with {{Sm|Yoshidora}}, {{Sm|Atelier}}, and {{Sm|Akakikusu}} being some of his most notable Roy wins. After 2021, he has been inconsistent with his placements, but can still make decent bracket runs seen with many Sumabatos. | *{{Sm|tk3|Japan}} - Co-mains Roy with Chrom and is considered one the best Roy players in Japan. Prior to 2022, he was considered the best Roy in the country with major placements such as 5th at {{Trn|Kagaribi 3}}, 9th at {{Trn|Kagaribi 4}}, and 13th at {{Trn|EVO Japan 2020}} with {{Sm|Yoshidora}}, {{Sm|Atelier}}, and {{Sm|Akakikusu}} being some of his most notable Roy wins. After 2021, he has been inconsistent with his placements, but can still make decent bracket runs seen with many Sumabatos. | ||
=={{SSBU|Classic Mode}}: A Journey of Swords== | =={{SSBU|Classic Mode}}: A Journey of Swords== |