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{{ArticleIcons|ultimate=y}} | {{ArticleIcons|ultimate=y}} | ||
{{Disambig2|Roy's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Roy}} | {{Disambig2|Roy's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Roy}} | ||
:''For information on the playable [[Koopaling]], see [[Bowser Jr. (SSBU)]]. | :''For information on the playable [[Koopaling]], see [[Bowser Jr. (SSBU)]]. | ||
{{Infobox Character | {{Infobox Character | ||
|name = Roy | |name = Roy | ||
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|ssbgame2 = SSB4 | |ssbgame2 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''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 '' | '''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 ''Melee''. Roy is classified as [[Fighter number|Fighter #25]]. | ||
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 ''{{ | 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 ''{{s|fireemblem|Fire Emblem Heroes}}''. {{s|wikipedia|Jun Fukuyama}}'s portrayal of Roy from ''[[Smash 4]]'' was repurposed for the Japanese version. | ||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
Roy is a [[weight|middleweight]] | Roy is a [[weight|middleweight]] swordfighter, although his main attributes deviate heavily from other fellow middleweights; he boasts excellent mobility with very fast [[dash]]ing, [[air speed|air]], and [[falling speed]]s, but has an only slightly above-average [[walking]] speed and a fairly slow [[air acceleration]] as well as fairly low [[jump]]s. Roy has an attribute unique to him that other swordfighters do not have which is his inverse tipper; contrary to {{SSBU|Marth}} specifically, his Binding Blade does the most damage if attacking near the sword's hilt, although it does weak damage and knockback when otherwise tippered. While this gives Roy effectively bigger sweetspots than those who rely on a tipper to deal maximum damage, it weakens his spacing abilities despite being a swordfighter. | ||
Roy's greatest strength is his KO potential, which is very high when compared to other middleweights, and can even be comparable to the power of some of the harder-hitting | Roy's greatest strength is his KO potential, which is very high when compared to other middleweights, and can even be comparable to the power of some of the harder-hitting heavyweight fighters in the roster, such as {{SSBU|Bowser}} and {{SSBU|Incineroar}}. In conjunction with his overall fast frame data for a swordfighter, he can inflict large amounts of damage in a short amount of time. [[Neutral attack]] can catch aggressive approaches due to its speed and deceptively large hitbox, and can efficiently set up into his more powerful normal attacks. His [[forward tilt]], [[up tilt]], and [[forward smash]] are all very fast startup-wise, with each being among the strongest attacks of their kind; notably, forward smash can KO under 50% with rage near the ledge, even if uncharged. However, they each have noticeable ending lag. His [[up smash]] is an effective anti-air attack due to its quick startup, along with his sword arm gaining intangibility throughout its rather long duration. | ||
Roy's KO potential also extends to his great air game, with quick, powerful and damaging aerials; his [[neutral aerial]] is a useful combo starter, especially when using the first hit by itself on landing, which allows him to add extra damage to his combos and even open up KO setups at high percentages. His [[forward aerial]] autocancels in a short hop and is overall very quick, allowing him to even perform a [[wall of pain]]. At high percentages, it also boasts KO potential. [[Back aerial]] has the rare and deceptive quality of turning Roy around, as well as being rather quick despite its power, KOing at around 130% from center-stage. [[Up aerial]] is Roy's fastest aerial startup-wise, and is a reliable juggling move due to its large hitbox and average knockback, and can even KO by itself at high percentages. Lastly, [[down aerial]] is a strong [[meteor smash]] when sweetspotted and boasts decent KO potential when sweetspotted on-stage. | Roy's KO potential also extends to his great air game, with quick, powerful and damaging aerials; his [[neutral aerial]] is a useful combo starter, especially when using the first hit by itself on landing, which allows him to add extra damage to his combos and even open up KO setups at high percentages. His [[forward aerial]] autocancels in a short hop and is overall very quick, allowing him to even perform a [[wall of pain]]. At high percentages, it also boasts KO potential. [[Back aerial]] has the rare and deceptive quality of turning Roy around, as well as being rather quick despite its power, KOing at around 130% from center-stage. [[Up aerial]] is Roy's fastest aerial startup-wise, and is a reliable juggling move due to its large hitbox and average knockback, and can even KO by itself at high percentages. Lastly, [[down aerial]] is a strong [[meteor smash]] when sweetspotted and boasts decent KO potential when sweetspotted on-stage. | ||
Roy is also extremely effective at shield pressure and | Roy is also extremely effective at shield pressure and mixups. 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. Jab is a useful as a followup tool to shield pressure to catch the enemy coming out of shield and can lead into kill confirms such as jab into back air, forward air, or up air. Neutral air is also very effective as a crossup attack on characters who lack out of shield options that hit behind them. Up air can also function as a combo starter and is safe on shield, and leads into different followups 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 air or up air depending on percent. Roy even possesses some shield break setups 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 [[ | 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 [[edgeguarding]] and ledge trapping tool, and has deceptively low ending lag despite its power to avoid punishment. [[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]] may have a short window of active frames compared to other counterattacks, but it makes up for being one of the strongest counters in the game with a large 1.35x 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 | 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 sword's tip dealing weak knockback and damage. Roy thus cannot rely on a spacing playstyle in spite of his status as a swordwielder, 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. | ||
Lastly, Roy's offstage endurance is very poor. His fast falling speed makes him fairly susceptible to [[combo]]s, and as none of his moves are generally reliable enough to consistently break combos, many characters with reliable combo moves can rack up large amounts of damage and easily force him off-stage. To add to this issue, Roy's only [[recovery]] move, Blazer, is fairly ineffective despite his impressive mobility: although it offers good protection, can be angled, and covers a decent amount of horizontal distance, it covers little vertical distance, does not sweetspot | Lastly, Roy's offstage endurance is very poor. His fast falling speed makes him fairly susceptible to [[combo]]s, and as none of his moves are generally reliable enough to consistently break combos, many characters with reliable combo moves can rack up large amounts of damage and easily force him off-stage. To add to this issue, Roy's only [[recovery]] move, Blazer, is fairly ineffective despite his impressive mobility: although it offers good protection, can be angled, and covers a decent amount of horizontal distance, it covers little vertical distance, does not sweetspot ledges until the latter half of its duration, lacks the grounded version's super armor, and is predictable, leaving him prone to gimping, especially against characters with a reliable gimping projectile or counter. When coupled with his fast falling speed, he is highly susceptible to meteor smashes, and even a sufficiently strong [[semi-spike]] can launch him too far away to recover. Multihit moves that trade with Blazer's hitboxes can also semi spike Roy and gimp him. This causes him to have one of the worst recoveries in the game and arguably across the whole series. | ||
Overall, Roy is an unconventional | Overall, Roy is an unconventional swordfighter who falls under the bait-and-punish and rushdown archetypes; the objective of his playstyle is to overwhelm his enemy by closing the distance between them quickly, then to deal large amounts of damage with fast attacks without leaving Roy himself open to punishment while remaining in close-range. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Roy was infamous for being | Roy was infamous for being the lowest ranked DLC character in ''SSB4'', due to his poor, committal approach, unsafe aerials (especially compared to other fellow sword-wielding characters), along with his own "inverse tipper" attribute hindering his spacing abilities, which collectively resulted in his lower mid tier placement in said game, alongside having very little tournament representation and few notable results, similarly to his appearance in ''Melee''. Likely as a result, Roy has been heavily buffed in his transition to ''Ultimate'', and is the only DLC veteran 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 | Roy's most significant improvements are indirect, as he benefits noticeably from the changes to the universal gameplay mechanics in ''Ultimate''. The ability to [[run cancel|use any grounded move out of a dash]] and the decreased landing lag on his aerials greatly improve his combo, air game, and rushdown abilities, and give him less trouble at KOing. 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 the Binding Blade, as well as helping alleviate his vulnerability to camping. These buffs also help to further counterbalance his main weakness: the need to approach at dangerously close ranges in order to deal optimal damage and knockback, which is a flaw that had plagued him in previous games and was not present in his other fellow swordfighters. | ||
Some of Roy's useful buffs are also direct. Moves like his | Some of Roy's useful buffs are also direct. Moves like his dash attack, forward tilt, forward, back and up aerials, 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}}. | ||
His air game in general has improved due to improvements to all his aerials: forward aerial can now autocancel in a short hop like in ''Melee'' and has received knockback and angle adjustments that make it better for both combos and KOs, neutral and back aerials are stronger, up aerial has gained KO potential and down aerial has larger sweetspots. | |||
However, Roy | However, while Roy has received comparatively few nerfs during the transition, a few of them are significant. His forward and down throws have less followups and combo potential due to the former's increased ending lag and the latter's 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. Finally, 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'', | Overall, Roy's core playstyle remains fundamentally the same as it was in ''SSB4'', though due to his substantial buffs, he is considered to be much more viable and much less polarizing than he was in any of his previous playable appearances, as he now has enough raw power, range, and speed to play aggressively up close. He commands a moderately sizable playerbase and strong tournament results in competitive play, due to smashers like {{Sm|Kola}} and {{Sm|Goblin}} achieving success with him. As such, Roy is widely seen as a competitively viable high-tier character, with some players even believing that he is a top-tier character. | ||
{{SSB4 to SSBU changelist|char=Roy}} | {{SSB4 to SSBU changelist|char=Roy}} | ||
==Update history== | ==Update history== | ||
Roy | Roy has been slightly buffed by the game updates. Down aerial auto-cancels 3 frames earlier, the multiple hits for [[Blazer]] and up smash connect more reliably, and dash grab has more range. Roy's approach and defense also indirectly benefit from the universal nerf of projectiles. | ||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
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==Moveset== | ==Moveset== | ||
*For simplicity if, for example, Roy's blade does 6% while the tip does 4%, and the attack has no other hitboxes, it is written as 6%/4%. | *For simplicity if, for example, Roy's blade does 6% damage while the tip does 4%, and the attack has no other hitboxes, it is written as 6%/4%. | ||
''For a gallery of Roy's hitboxes, see [[Roy (SSBU)/Hitboxes|here]].'' | ''For a gallery of Roy's hitboxes, see [[Roy (SSBU)/Hitboxes|here]].'' | ||
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|neutralcount=1 | |neutralcount=1 | ||
|neutral1dmg=7.5%/4.8% | |neutral1dmg=7.5%/4.8% | ||
|neutraldesc=A reverse-gripped upward slash. A great combo starter, due to launching at a rather high angle and having low knockback and ending lag. It can easily start combos into a grab, tilts, aerials, [[Double-Edge Dance]] or [[Blazer]]. In particular, it is notoriously effective at comboing into a [[reverse aerial rush]] back aerial for a highly potent KO confirm. It is widely considered to be one of the best neutral attacks in the game thanks to its great combo ability | |neutraldesc=A reverse-gripped upward slash. A great combo starter, due to launching at a rather high angle and having low knockback and ending lag. It can easily start combos into a grab, tilts, aerials, [[Double-Edge Dance]] or [[Blazer]]. In particular, it is notoriously effective at comboing into a [[reverse aerial rush]] back aerial for a highly potent KO confirm. It is widely considered to be one of the best neutral attacks in the game thanks to its great combo ability. | ||
|ftiltname=Sharp Edge ({{ja|オーバーバッシュ|ōbābasshu}}, ''Over Bash'') | |ftiltname=Sharp Edge ({{ja|オーバーバッシュ|ōbābasshu}}, ''Over Bash'') | ||
|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 | |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 [[Ike]]’s and only losing slightly to [[Incineroar]]’s | ||
|utiltname=Anti-air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}}) | |utiltname=Anti-air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}}) | ||
|utiltdmg=12%/7% | |utiltdmg=12%/7% | ||
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|dtiltname=Low Stab ({{ja|ロースラスト|Rō Surasuto}}), ''Low Thrust'') | |dtiltname=Low Stab ({{ja|ロースラスト|Rō Surasuto}}), ''Low Thrust'') | ||
|dtiltdmg=11%/6.5% | |dtiltdmg=11%/6.5% | ||
|dtiltdesc=A kneeling thrust. Can set up a tech-chase due to launching at a semi-spike angle. Very safe on shield | |dtiltdesc=A kneeling thrust. Can set up a tech-chase due to launching at a semi-spike angle. Very safe on shield thanks to its good damage and very low ending lag. | ||
|dashname=Raid Down ({{ja|レイドダウン| | |dashname=Raid Down ({{ja|レイドダウン|Reidodaun}}) | ||
|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''. | ||
|usmashname=Flame Sword ({{ja|フレイムソード| | |usmashname=Flame Sword ({{ja|フレイムソード|fureimusōdo}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|1}} (hit 1 early), {{ChargedSmashDmgSSBU|2}} (hit 1 late, hits 2-4), {{ChargedSmashDmgSSBU|10}} (hit 5) | |usmashdmg={{ChargedSmashDmgSSBU|1}} (hit 1 early), {{ChargedSmashDmgSSBU|2}} (hit 1 late, hits 2-4), {{ChargedSmashDmgSSBU|10}} (hit 5) | ||
|usmashdesc=An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. A good anti-air attack as Roy's sword arm is granted [[intangibility]] throughout the attack, though mediocre for ground combat due to it having small horizontal hitboxes. Has enough power to KO at around 100% uncharged. | |usmashdesc=An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. A good anti-air attack as Roy's sword arm is granted [[intangibility]] throughout the attack, though mediocre for ground combat due to it having small horizontal hitboxes. Has enough power to KO at around 100% uncharged. | ||
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|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}}) | |nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}}) | ||
|nairdmg={{ShortHopDmgSSBU|6}}/{{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|8.5}}/{{ShortHopDmgSSBU|5}} (hit 2), | |nairdmg={{ShortHopDmgSSBU|6}}/{{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|8.5}}/{{ShortHopDmgSSBU|5}} (hit 2), | ||
|nairdesc=An inward slash followed by a spinning, outward slash. Deals decent damage and is a useful combo extender, and is Roy's main aerial approach tool due to its high amount of active frames. The first hit can start guaranteed combos, though it can be difficult to setup due to how fast it ends. Interestingly, it is set apart from identical neutral aerials | |nairdesc=An inward slash followed by a spinning, outward slash. Deals decent damage and is a useful combo extender, and is Roy's main aerial approach tool due to its high amount of active frames. The first hit can start guaranteed combos, though it can be difficult to setup due to how fast it ends. Interestingly, it is set apart from identical neutral aerials in that the second hit possesses weight-independent knockback, KOing all characters at the same percentages regardless of their [[weight]]. | ||
|fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}}) | |fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}}) | ||
|fairdmg={{ShortHopDmgSSBU|11}}/{{ShortHopDmgSSBU|7}} | |fairdmg={{ShortHopDmgSSBU|11}}/{{ShortHopDmgSSBU|7}} | ||
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|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'') | |bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'') | ||
|bairdmg={{ShortHopDmgSSBU|12}}/{{ShortHopDmgSSBU|9}} | |bairdmg={{ShortHopDmgSSBU|12}}/{{ShortHopDmgSSBU|9}} | ||
|bairdesc=Rotates his body to perform an upward slash. Interestingly, it turns Roy around completely, similarly to | |bairdesc=Rotates his body to perform an upward slash. Interestingly, it turns Roy around completely, similarly to Marth's and Jigglypuff's back aerials. Has great KO potential at high percentages and is also a devastating edgeguarding tool. | ||
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}}) | |uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}}) | ||
|uairdmg={{ShortHopDmgSSBU|9}}/{{ShortHopDmgSSBU|6}} | |uairdmg={{ShortHopDmgSSBU|9}}/{{ShortHopDmgSSBU|6}} | ||
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|dairname=Half Moon ({{ja|メテオドロップ|meteodoroppu}}, ''Meteor Drop'') | |dairname=Half Moon ({{ja|メテオドロップ|meteodoroppu}}, ''Meteor Drop'') | ||
|dairdmg={{ShortHopDmgSSBU|15}}/{{ShortHopDmgSSBU|10}} | |dairdmg={{ShortHopDmgSSBU|15}}/{{ShortHopDmgSSBU|10}} | ||
|dairdesc=A two-handed, downward slash between his legs, | |dairdesc=A two-handed, downward slash between his legs, similar to {{SSBU|Ike}}'s down aerial. Has the capability to [[meteor smash]] when sweetspotted, though it can be very difficult to aim due to its slim hitbox. It's also risky to use offstage due to Roy's fast falling speed and poor recovery, possibly causing a [[self-destruct]]. This move has a [[flame]] effect. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|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=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| | |dthrowname=Slam ({{ja|キャスティング|Kyasutingu}}, ''Grab Drop'') | ||
|dthrowdmg=5% | |dthrowdmg=5% | ||
|dthrowdesc=A one-armed body slam. Roy's only combo throw and is very reliable due to the amount of followups it can potentially set up into, though, it has very low hitstun. Can follow up into neutral and up aerial at low percents depending on the opponent's DI. | |dthrowdesc=A one-armed body slam. Roy's only combo throw and is very reliable due to the amount of followups it can potentially set up into, though, it has very low hitstun. Can follow up into neutral and up aerial at low percents depending on the opponent's DI. | ||
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|ssname=Double-Edge Dance | |ssname=Double-Edge Dance | ||
|ssdmg=Varies | |ssdmg=Varies | ||
|ssdesc=A sequence of sword slashes with several variations based on directional input. There are four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green. Unlike | |ssdesc=A sequence of sword slashes with several variations based on directional input. There are four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green. Unlike {{SSBU|Marth}}'s [[Dancing Blade]], the last hit of each variation deals [[flame]] damage because of the Binding Blade igniting. The lower-held green strikes deal a fairly large amount of damage and is useful for damaging shields, the upward blue variant is useful for setting up juggle situations, while the final forward-held hit has surprisingly high KO potential when sweetspotted, being even stronger than {{SSBU|Cloud}}'s Limit [[Cross Slash]], and is able to kill opponents near the ledge at lower than 80%. | ||
|usname=Blazer | |usname=Blazer | ||
|usdmg=5.5% (grounded hit 1), 4.5% (aerial hit 1), 1.1% (grounded hits 2-4), 1% (aerial hits 2-4), 8% (grounded hit 5), 6% (aerial hit 5) | |usdmg=5.5% (grounded hit 1), 4.5% (aerial hit 1), 1.1% (grounded hits 2-4), 1% (aerial hits 2-4), 8% (grounded hit 5), 6% (aerial hit 5) | ||
|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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| Fourth Hit (Down) || 2% (hit 1-4), 5/3% (hit 5) || Does a flurry of five lower stabs. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Has the highest ending lag and the lowest knockback of the three finishers, mainly should be used as a damage racking option. | | Fourth Hit (Down) || 2% (hit 1-4), 5/3% (hit 5) || Does a flurry of five lower stabs. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Has the highest ending lag and the lowest knockback of the three finishers, mainly should be used as a damage racking option. | ||
|} | |} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Triumphantly holds the Binding Blade overhead | *'''Up taunt''': Triumphantly holds the Binding Blade overhead. | ||
*'''Side taunt''': Winds back before striking a pose while holding the Binding Blade in a reverse grip while saying "I won't lose!" ({{ja|僕 は 負けない!|Boku wa makenai!}}, ''"I won't lose!"'') | *'''Side taunt''': Winds back before striking a pose while holding the Binding Blade in a reverse grip while saying "I won't lose!" ({{ja|僕 は 負けない!|Boku wa makenai!}}, ''"I won't lose!"'') | ||
*'''Down taunt''': Kneels and twirls the Binding Blade behind himself, hollering as he does so. | *'''Down taunt''': Kneels and twirls the Binding Blade behind himself, hollering as he does so. | ||
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*Rubs the edge of the Binding Blade's blade. | *Rubs the edge of the Binding Blade's blade. | ||
<gallery> | <gallery> | ||
SSBURoyIdle1.gif|Roy's first idle pose | SSBURoyIdle1.gif|Roy's first idle pose | ||
SSBURoyIdle2.gif|Roy's second idle pose | SSBURoyIdle2.gif|Roy's second idle pose | ||
</gallery> | </gallery> | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Roy Cheer English | |{{NTSC}} [[File:Roy Cheer English NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Roy Cheer English PAL SSBU.ogg|center]]||[[File:Roy Cheer Japanese SSBU.ogg|center]]||[[File:Roy Cheer Italian SSBU.ogg|center]]||[[File:Roy Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Roy Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Roy Cheer French PAL SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Roy Cheer German | |[[File:Roy Cheer German SSBU.ogg|center]]||[[File:Roy Cheer Spanish SSBU.ogg|center]]||[[File:Roy Cheer Russian SSBU.ogg|center]]||[[File:Roy Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Swipes his sword once over his shoulder, then swipes it down and behind him while facing left, saying "Now, the ''true'' battle begins..." ("{{ja|真の戦いは、これからだ|Shin no tatakai wa, korekara da}}", ''The true fight is after this.''). Afterwards, the camera zooms in on his face, focusing on his eyes. | *'''Left:''' Swipes his sword once over his shoulder, then swipes it down and behind him while facing left, saying "Now, the ''true'' battle begins..." ("{{ja|真の戦いは、これからだ|Shin no tatakai wa, korekara da}}", ''The true fight is after this.''). Afterwards, the camera zooms in on his face, focusing on his eyes. | ||
*'''Up:''' Spins the Binding Blade one and a half times and then sheaths it in a pose similar to his artwork from previous games, saying "That was a fierce battle." ("{{ja|苦しい戦いだった|Kurushī tatakai datta}}", ''It was a difficult fight.''). | *'''Up:''' Spins the Binding Blade one and a half times and then sheaths it in a pose similar to his artwork from previous games, saying "That was a fierce battle." ("{{ja|苦しい戦いだった|Kurushī tatakai datta}}", ''It was a difficult fight.''). His pose is similar to his pose on the Smash mural. | ||
*'''Right:''' Flourishes his sword and poses with it by his side, saying "Failure is ''not'' an option!" ("{{ja|守るべきもののために、負けられない!|Mamoru beki mono no tame ni, makerarenai!}}", ''For those whom I must protect, I will not lose!'') before the camera dramatically zooms in on Roy's face. | *'''Right:''' Flourishes his sword and poses with it by his side, saying "Failure is ''not'' an option!" ("{{ja|守るべきもののために、負けられない!|Mamoru beki mono no tame ni, makerarenai!}}", ''For those whom I must protect, I will not lose!'') before the camera dramatically zooms in on Roy's face. | ||
[[File:FireEmblemSeriesVictoryThemeUltimate.ogg|thumb|An orchestral, sped-up cover of several bars of the {{s|fireemblemwiki|Fire Emblem Theme}}, the title theme for the original ''[[Fire Emblem: Shadow Dragon and the Blade of Light]]'', which has since become the main theme of the series and appeared in every game.]] | [[File:FireEmblemSeriesVictoryThemeUltimate.ogg|thumb|An orchestral, sped-up cover of several bars of the {{s|fireemblemwiki|Fire Emblem Theme}}, the title theme for the original ''[[Fire Emblem: Shadow Dragon and the Blade of Light]]'', which has since become the main theme of the series and appeared in every game.]] | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
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, Chrom, despite having less power and a significantly worse recovery than Roy, was more consistent due to his lack of sourspots, making him noticeably better at spacing than Roy. Chrom also had a notorious sacrificial KO move from his forward aerial to Soaring Slash. As such, Chrom was widely agreed to be one of the best characters in the game and was considered to be better than Roy. Despite this, Roy has achieved many noteworthy results and is still thought to be significantly improved from ''Smash 4'', as he’s agreed to be a high-tier or even top-tier character. | |||
Chrom would later receive a nerf to his Soaring Slash, which made it so that it will KO himself before his opponent when performing a sacrificial KO. Most professionals now believe that Roy is better than Chrom because of Roy’s better KO power and recovery. | |||
In more recent times, Roy has achieved consistent success through players such as {{Sm|Kola}}, {{Sm|Goblin}}, {{Sm|Stroder}}, and {{Sm|Cyro}}. Roy also performs well against many meta-relevant characters, such as {{SSBU|Wolf}}, {{SSBU|Zero Suit Samus}}, {{SSBU|R.O.B.}}, {{SSBU|Sonic}}, {{SSBU|Fox}}, and {{SSBU|Olimar}}. {{Sm|ESAM}}, {{Sm|Tweek}}, {{Sm|Dabuz}}, {{Sm|Marss}}, and {{Sm|MkLeo}} also view Roy as a top-tier character, with some players believing that he is better than Lucina and one of the best swordfighters alongside {{SSBU|Pyra}}/{{SSBU|Mythra}} and {{SSBU|Shulk}}. | |||
===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 --> | ||
'' | ''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | ||
''See also: [[:Category:Roy professionals (SSBU)]]'' | |||
*{{Sm|Cyro|USA}} - One of the best Roy players in SoCal. Placed 5th at {{Trn|LVL Up Expo 2019}}, 7th at {{Trn|DreamHack Anaheim 2020}}, 17th at {{Trn|2GG: Nightmare on Smashville}}, and 33rd at both {{Trn|EVO 2019}} and {{Trn|Mainstage}} with wins over players such as {{Sm|Big D}}, {{Sm|Pandarian}}, and {{Sm|Nicko}}. | |||
*{{Sm|Flow|p=France|France}} - The best Roy player in Europe. Placed 3rd at both {{Trn|Elysium: Yggdrasil}} and {{Trn|Super Smash Stadium Édition Battlefield}}, 5th at {{Trn|ICARUS V}} and {{Trn|Stunfest 2019}}, 7th at {{Trn|Syndicate 2019}}, and 13th at {{Trn|Ultimate Fighting Arena 2019}} with wins over players such as {{Sm|Fatality}}, {{Sm|Glutonny}}, and {{Sm|Meru}}. Currently ranked 8th on the [[European Smash Rankings]]. | |||
*{{Sm|Goblin|USA}} (#42) - One of the two best Roy players in the world. Placed 7th at {{Trn|DreamHack Atlanta 2019}}, 13th at both {{Trn|Frostbite 2019}} and {{Trn|2GG: Kongo Saga}}, and 17th at both {{Trn|Shine 2019}}, and {{Trn|Let's Make Big Moves}} with wins over players such as {{Sm|Tweek}}, {{Sm|Samsora}}, and {{Sm|kameme}}. | |||
Roy | *{{Sm|HIKARU|Japan}} (#41) - Co-mains Roy with {{SSBU|Donkey Kong}} and is considered one of the two best Roy players in Japan along with {{Sm|tk3}}. Placed 1st at {{Trn|Maesuma TOP 5}}, 2nd at {{Trn|Ryusou Tiger Fight 2}}, and 5th at {{Trn|Maesuma TOP 6}} with wins over players such as {{Sm|Zackray}}, {{Sm|Sigma}}, and {{Sm|Umeki}}. | ||
*{{Sm|Kakpu|Luxembourg}} - The best Roy player in Luxembourg. Placed 4th at {{Trn|Luxembourg Gaming Xperience 2019}}, 9th at {{Trn|DoKomi 2019}}, 13th at {{Trn|VCA 2019}}, and 33rd at {{Trn|Syndicate 2019}} with wins over {{Sm|LuiS}} and {{Sm|Otakuni}}. Ranked 3rd on the [[Luxembourg Power Rankings]]. | |||
*{{Sm|Kola|USA}} (#46) - The best Roy player in the world. Placed 1st at {{Trn|Clash Of The Carolinas III}}, {{Trn|InfinityCON Tally 2021}}, and {{Trn|CEO 2021}}, 2nd at {{Trn|CEO Dreamland 2020}}, 9th at {{Trn|The Big House 9}}, 13th at {{Trn|Super Smash Con 2019}}, and 25th at {{Trn|2GG: Kongo Saga}} with wins over players such as {{Sm|Marss}}, {{Sm|Glutonny}}, {{Sm|Dabuz}}, and {{Sm|WaDi}}. He is also considered one of the best online players, placing 1st at {{Trn|Soaked Series Invitational}}, 3rd at {{Trn|SWT: NA Southeast Ultimate Online Qualifier}}, 4th at {{Trn|The Quarantine Series: Minor Tournament 1}}, and 5th at {{Trn|Ultimate 32}}. Currently ranked 7th on the [[Wi-Fi Warrior Rank v6]]. | |||
*{{Sm|Sriks|Australia}} - The best Roy player in Australia. Placed 1st at {{Trn|SEA Major 2019}}, 2nd at both {{Trn|Sunny Side Up}} and {{Trn|BigWinChampionship 2}}, 3rd at {{Trn|Phantom 2020}}, and 9th at {{Trn|Battle Arena Melbourne 11}} with wins over players such as {{Sm|Ghost}}, {{Sm|Extra}}, and {{Sm|DD}}. Currently ranked 5th on the [[Australian Power Rankings]]. | |||
*{{Sm|Stroder Ame|USA}} - Co-mains Roy with {{SSBU|Greninja}}. Placed 1st at {{Trn|Ascension V}} and {{Trn|Crown}}, 9th at {{Trn|Mainstage}}, 13th at {{Trn|Shine 2019}}, and 25th at {{Trn|EVO 2019}} with wins over players such as {{Sm|Samsora}} and {{Sm|Scend}}. Formerly ranked 29th on the [[Spring 2019 PGRU]]. | |||
*{{Sm|tk3|Japan}} - Co-mains Roy with Chrom and is considered the best Roy player in Japan. Placed 4th at {{Trn|Sumabato SP 11}}, 9th at {{Trn|Kagaribi 4}}, 13th at both {{Trn|EVO Japan 2020}} and {{Trn|Maesuma TOP 1}}, and 17th at {{Trn|Sumabato SP 9}} with wins over players such as {{Sm|Zackray}}, {{Sm|Atelier}}, and {{Sm|Abadango}}. Currently ranked 49th on the [[Japan Player Rankings]]. | |||
=={{SSBU|Classic Mode}}: A Journey of Swords== | =={{SSBU|Classic Mode}}: A Journey of Swords== | ||
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|''{{SSBUMusicLink|Fire Emblem|Beyond Distant Skies - Roy's Departure}}'' | |''{{SSBUMusicLink|Fire Emblem|Beyond Distant Skies - Roy's Departure}}'' | ||
|} | |} | ||
{{ | {{clear}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
Roy's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | Roy's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Roy has been unlocked. Unlocking Roy in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''. | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
|- | |- | ||
! style="width:5%;"|No. | ! style="width:5%;"|No. | ||
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! Conditions | ! Conditions | ||
! Music | ! Music | ||
|- | |- | ||
|642 | |642 | ||
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|•The enemy can unleash powerful critical hits at random<br>•The enemy heals over time | |•The enemy can unleash powerful critical hits at random<br>•The enemy heals over time | ||
|{{SSBUMusicLink|Fire Emblem|Fire Emblem Theme}} | |{{SSBUMusicLink|Fire Emblem|Fire Emblem Theme}} | ||
|- | |- | ||
|647 | |647 | ||
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|•The floor is lava<br>•All fighters are easy to launch after a little while<br>•The enemy's explosion and fire attacks have increased power | |•The floor is lava<br>•All fighters are easy to launch after a little while<br>•The enemy's explosion and fire attacks have increased power | ||
|{{SSBUMusicLink|Fire Emblem|Winning Road - Roy's Hope}} | |{{SSBUMusicLink|Fire Emblem|Winning Road - Roy's Hope}} | ||
|- | |- | ||
|649 | |649 | ||
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|•All fighters have reduced defense<br>•All fighters have increased attack power | |•All fighters have reduced defense<br>•All fighters have increased attack power | ||
|{{SSBUMusicLink|Fire Emblem|Attack - Fire Emblem}} | |{{SSBUMusicLink|Fire Emblem|Attack - Fire Emblem}} | ||
|- | |- | ||
|1,170 | |1,170 | ||
|{{SpiritTableName|Garet | |{{SpiritTableName|Garet|size=64}} | ||
|''Golden Sun'' Series | |''Golden Sun'' Series | ||
|•{{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px|cl=Yellow}} | |•{{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px|cl=Yellow}} | ||
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|•The floor is lava<br>•The enemy starts the battle with a [[Fire Flower]] | |•The floor is lava<br>•The enemy starts the battle with a [[Fire Flower]] | ||
|{{SSBUMusicLink|Other|Battle Scene / Final Boss - Golden Sun}} | |{{SSBUMusicLink|Other|Battle Scene / Final Boss - Golden Sun}} | ||
|- | |- | ||
|1,204 | |1,204 | ||
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|•Reinforcements will appear during the battle<br>•The enemy is easily distracted by items | |•Reinforcements will appear during the battle<br>•The enemy is easily distracted by items | ||
|{{SSBUMusicLink|Other|The Valedictory Elegy}} | |{{SSBUMusicLink|Other|The Valedictory Elegy}} | ||
|- | |- | ||
|1,230 | |1,230 | ||
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|•You have reduced defense<br>•[[Stamina battle]] | |•You have reduced defense<br>•[[Stamina battle]] | ||
|{{SSBUMusicLink|Other|Attack - Soma Bringer}} | |{{SSBUMusicLink|Other|Attack - Soma Bringer}} | ||
|- | |- | ||
|1,411 | |1,411 | ||
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|•Reinforcements will appear after an enemy is KO'd | |•Reinforcements will appear after an enemy is KO'd | ||
|{{SSBUMusicLink|Other|Filled with Hope}} | |{{SSBUMusicLink|Other|Filled with Hope}} | ||
|- | |- | ||
|1,508 | |1,508 | ||
|{{SpiritTableName|Axel | |{{SpiritTableName|Axel|size=64}} | ||
|''Kingdom Hearts'' Series | |''Kingdom Hearts'' Series | ||
|•{{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px|cl=Purple}} (140 HP) | |•{{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px|cl=Purple}} (140 HP) | ||
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|•[[Stamina battle]]<br>•Fire and explosion attacks aren't as effective against the enemy<br>•''The enemy starts the battle with a [[Hothead]]'' | |•[[Stamina battle]]<br>•Fire and explosion attacks aren't as effective against the enemy<br>•''The enemy starts the battle with a [[Hothead]]'' | ||
|{{SSBUMusicLink|Kingdom Hearts|Destiny's Force}} | |{{SSBUMusicLink|Kingdom Hearts|Destiny's Force}} | ||
|} | |} | ||
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|•Defeat the main fighter to win<br>•The enemy can use their Final Smash twice in a row<br>•The enemy's FS Meter charges quickly | |•Defeat the main fighter to win<br>•The enemy can use their Final Smash twice in a row<br>•The enemy's FS Meter charges quickly | ||
|{{SSBUMusicLink|Fire Emblem|Winning Road - Roy's Hope}} | |{{SSBUMusicLink|Fire Emblem|Winning Road - Roy's Hope}} | ||
|{{s|fireemblem| | |{{s|fireemblem|Eliwood}} | ||
|- | |- | ||
|1,168 | |1,168 | ||
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SSBUWebsiteKlaptrap2.jpg|Roy being bitten by a [[Klaptrap]] on [[Pokémon Stadium]]. | SSBUWebsiteKlaptrap2.jpg|Roy being bitten by a [[Klaptrap]] on [[Pokémon Stadium]]. | ||
SSBUWebsite32.jpg|Performing his [[jab]] on [[Kalos Pokémon League]]. | SSBUWebsite32.jpg|Performing his [[jab]] on [[Kalos Pokémon League]]. | ||
Roy Joker Twitter.jpg|{{SSBU|Joker}} posing with Roy on [[Mementos]]. | |||
Kazuya Roy Pyra Twitter.jpg|{{SSBU|Pyra}} fighting Roy and {{SSBU|Kazuya}} on [[Cloud Sea of Alrest]]. | |||
SSBUFireEmblemJPTwitter1.jpg|All playable {{uv|Fire Emblem}} veterans (including both variants of {{SSBU|Corrin}} and {{SSBU|Robin}}) on Coliseum. | SSBUFireEmblemJPTwitter1.jpg|All playable {{uv|Fire Emblem}} veterans (including both variants of {{SSBU|Corrin}} and {{SSBU|Robin}}) on Coliseum. | ||
</gallery> | </gallery> | ||
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**Interestingly, Roy also performs his forward tilt in his splash art for ''Super Smash Bros. 4''. | **Interestingly, Roy also performs his forward tilt in his splash art for ''Super Smash Bros. 4''. | ||
*Roy is the first fighter to be introduced as a [[clone]] and later have an Echo Fighter of their own in a later installment. | *Roy is the first fighter to be introduced as a [[clone]] and later have an Echo Fighter of their own in a later installment. | ||
*Roy is the only | *Roy is the only character with an [[Echo Fighter]] to not be in the same {{SSBU|Classic Mode}} unlock tree as their echo; he is in {{SSBU|Mario}}'s character tree, while his echo, {{SSBU|Chrom}}, is in {{SSBU|Yoshi}}'s unlock tree. | ||
**Additionally, as a semi-clone of {{SSBU|Marth}}, Roy is the only character whose moveset is derived from him to not appear in Yoshi's unlock tree, as {{SSBU|Lucina}} is also located there. {{SSBU|Ganondorf}} also holds a similar distinction. | **Additionally, as a semi-clone of {{SSBU|Marth}}, Roy is the only character whose moveset is derived from him to not appear in Yoshi's unlock tree, as {{SSBU|Lucina}} is also located there. {{SSBU|Ganondorf}} also holds a similar distinction. | ||
*Despite also wielding a sword, {{SSBU|Robin}}, {{SSBU|Young Link}}, {{SSBU|Toon Link}}, and {{SSBU|Mii Swordfighter}} do not appear in Roy's Classic Mode route. | *Despite also wielding a sword, {{SSBU|Robin}}, {{SSBU|Young Link}}, {{SSBU|Toon Link}}, and {{SSBU|Mii Swordfighter}} do not appear in Roy's Classic Mode route. | ||
**Additionally, [[Ganon]] does not appear as the boss in Roy's Classic Mode route despite also holding swords. | **Additionally, [[Ganon]] does not appear as the boss in Roy's Classic Mode route despite also holding swords. | ||
*Like in '' | *Like in ''Smash 4'', Roy will revert to Marth's idle animation while holding a small throwable [[item]], although now he also transitions to his ''Smash 4'' incarnation's crouching animation. | ||
*In Roy's character showcase video, he is seen with a new dashing animation, but in the final build of the game, he reuses his dashing animation from '' | *In Roy's character showcase video, he is seen with a new dashing animation, but in the final build of the game, he reuses his dashing animation from ''[[Smash 4]]''. | ||
*Roy's English | *Roy's English Star KO voice clip, much like Zelda in ''Melee'', is infamous for being overdone and horrifying, to the point that his voice actor, {{s|wikipedia|Ray Chase}}, [https://www.twitter.com/RayChase/status/1093679605796397056 acknowledged this influence on Twitter]. | ||
*Whenever Roy frees a spirit from its puppet fighter after winning a spirit battle on the [[Spirit Board]] or fires a small shooting item such as a [[Ray Gun]] from the ground, his sheath appears with his sword inside on the left side of his belt. This is possibly a processing oversight when copying Marth's animation into Roy. | *Whenever Roy frees a spirit from its puppet fighter after winning a spirit battle on the [[Spirit Board]] or fires a small shooting item such as a [[Ray Gun]] from the ground, his sheath appears with his sword inside on the left side of his belt. This is possibly a processing oversight when copying Marth's animation into Roy. | ||
**While this also applies to Marth, Lucina, and {{SSBU|Chrom}}, their sheaths won't disappear due to already being visible in battle. | **While this also applies to Marth, Lucina, and {{SSBU|Chrom}}, their sheaths won't disappear due to already being visible in battle. | ||
**This also marks the second time where Roy's sheath is positioned on his side instead of on his back with the first time being his clapping animation from '' | **This also marks the second time where Roy's sheath is positioned on his side instead of on his back with the first time being his clapping animation from ''Smash 4''. | ||
*Roy is the only male character unlocked in | *Roy is the only male character unlocked in the Final Battle realm in World of Light. | ||
**Additionally, since Roy is found in | **Additionally, since Roy is found in the Final Battle, he is the only character with an Echo Fighter based off of them who cannot be found in the Light Realm, as {{SSBU|Samus}}, {{SSBU|Peach}}, Marth, {{SSBU|Pit}}, {{SSBU|Ryu}}, and {{SSBU|Simon}} can all be found in it, while all Echo Fighters (except {{SSBU|Dark Samus}}) can be found in the Dark Realm. | ||
**This also means that Roy is the only character with an Echo Fighter that can be unlocked in World of Light first, with Chrom being found in the | **This also means that Roy is the only character with an Echo Fighter that can be unlocked in World of Light first, with Chrom being found in the Sacred Land sub-world of the Dark Realm. | ||
**Roy is the only base character in World of Light that has a higher "power level" than his Echo Fighter. Roy has a power level of 12,500, matching the remaining fighters in | **Roy is the only base character in World of Light that has a higher "power level" than his Echo Fighter. Roy has a power level of 12,500, matching the remaining fighters in the Final Battle area, while Chrom's power level is 10,600, being on a similar level as most of the fighters trapped within the Dark Realm. | ||
*Strangely enough, Roy's [[neutral aerial]] uses [[weight-independent]] knockback on its second hit, causing it to KO all characters at the same percentage<ref>https://twitter.com/drafix570/status/1131908728758784000 </ref> regardless of their [[weight]]. This is likely an oversight, as the neutral aerials of Marth and Lucina, as well as Roy's Echo Fighter Chrom, have weight-independent knockback on the first hit instead to link more consistently into the second hit, which deals normal knockback affected by weight. | *Strangely enough, Roy's [[neutral aerial]] uses [[weight-independent]] knockback on its second hit, causing it to KO all characters at the same percentage<ref>https://twitter.com/drafix570/status/1131908728758784000 </ref> regardless of their [[weight]]. This is likely an oversight, as the neutral aerials of Marth and Lucina, as well as Roy's Echo Fighter Chrom, have weight-independent knockback on the first hit instead to link more consistently into the second hit, which deals normal knockback affected by weight. | ||
*Echo | *Echo fighters notwithstanding, Roy is erroneously misplaced on the back of the NTSC physical case of ''Ultimate'', where every character is meant to be displayed in order of their announcement to the series. This also affects {{SSBU|Luigi}}, {{SSBU|Zelda}}, {{SSBU|Ike}}, {{SSBU|Toon Link}}, {{SSBU|Inkling}}, {{SSBU|Ridley}}, {{SSBU|Palutena}}, {{SSBU|Corrin}}, and {{SSBU|Cloud}}. | ||
**In Roy's case, he is positioned just before {{SSBU|Diddy Kong}}. | |||
**Thusly, Roy is the only character with an Echo Fighter to not be placed next to them. | |||
*On the [[Sound Test]], Roy's voice clips are ordered differently from other non-DLC characters. Normally, blast KO clips are listed after heavy knockback clips, special moves and Final Smash clips are listed in between normal attack clips and edge hanging clip, and the voice lines for victory poses is listed after taunt lines; in Roy's case, these are grouped together after his voice clip while carrying a heavy item in that order. | *On the [[Sound Test]], Roy's voice clips are ordered differently from other non-DLC characters. Normally, blast KO clips are listed after heavy knockback clips, special moves and Final Smash clips are listed in between normal attack clips and edge hanging clip, and the voice lines for victory poses is listed after taunt lines; in Roy's case, these are grouped together after his voice clip while carrying a heavy item in that order. | ||
**The order of all of Roy's voice clips closely matches the abbreviations of their internal codenames with | **The order of all of Roy's voice clips closely matches the abbreviations of their internal codenames with only exceptions being the voice clips of his special moves (which goes by the order of neutral, up, and down special move instead of down, neutral, and up) and Final Smash (which is placed between his special moves and victory lines instead of between his heavy knockback and stunned voice clips). {{SSBU|Pikachu}} shares a similar distinction in its section on the Sound Test. | ||
*In [[World of Light]], Roy is one of the few fighters who is not affiliated with [[Dharkon]] in any way, as all of his encounters as himself or as a puppet fighter are all in association with [[Galeem]]. Toon Link, {{SSBU|Ness}}, {{SSBU|Olimar}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Little Mac}}, {{SSBU|Squirtle}}, {{SSBU|Ivysaur}}, {{SSBU|Mii Gunner}}, and {{SSBU|Pokémon Trainer}} all share this distinction as well. | *In [[World of Light]], Roy is one of the few fighters who is not affiliated with [[Dharkon]] in any way, as all of his encounters as himself or as a puppet fighter are all in association with [[Galeem]]. Toon Link, {{SSBU|Ness}}, {{SSBU|Olimar}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Little Mac}}, {{SSBU|Squirtle}}, {{SSBU|Ivysaur}}, {{SSBU|Mii Gunner}}, and {{SSBU|Pokémon Trainer}} all share this distinction as well. | ||
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{{SSBUCharacters}} | {{SSBUCharacters}} | ||
{{Fire Emblem universe}} | {{Fire Emblem universe}} | ||
[[Category:Roy (SSBU)| ]] | [[Category:Roy (SSBU)| ]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:Roy (SSBU)]] | [[es:Roy (SSBU)]] |