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Editing Roy (SSBU)

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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]]
|tier = A+
|ranking = 15
}}
}}
'''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]].


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 15th out of 82 on the [[tier list]], placing him in at the top of the A+ tier. This is a significant improvement from his mid-tier placement in ''SSB4'', where he was ranked 41st out of 54 characters, and his best placement in the series. Roy's primary strength revolve his fast air and dash speeds which, combined with great frame data in his aerial and tilt attacks, gives him a strong combo game and several mix-up options. The mechanic changes in ''Ultimate'' also benefit Roy by making it easier for him to approach and land his sweetspot at the hilt, which in turn makes it easier for him to not only rack up damage quickly, but also take stocks at relatively early percentages. Roy possesses some strong KO options with quick start-up such as forward tilt, forward smash and [[Double-Edge Dance]].
However, Roy also has several weaknesses, the most significant being his weak recovery, with a fast falling speed and [[Blazer]] giving him poor vertical distance. This leaves him susceptible to gimps and edgeguarding at early percents. Roy's fast falling speed also give him a poor disadvantage state, in which he is easier to combo and juggle than other characters. Finally, Roy's blade is afflicted by a weak sourspot at the tipper, which hinders his combo, spacing game, and overall range. Therefore, he has to get close to his opponent at every time to be able to land the sweetspot.
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|alice}}, {{Sm|Kola}}, and {{Sm|Goblin}}.


==How to unlock==
==How to unlock==
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Roy is a [[weight|middleweight]] swordsman, although his main attributes deviate heavily from other fellow middleweights. He boasts very fast [[dash]]ing, [[air speed|air]], and [[falling speed]]s, but has an only slightly above-average [[walk]]ing speed, as well as fairly low [[air acceleration]] and [[jump]]s. Roy has an attribute unique to him that other swordfighters do not have: 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 is a [[weight|middleweight]] swordsman, although his main attributes deviate heavily from other fellow middleweights. He boasts very fast [[dash]]ing, [[air speed|air]], and [[falling speed]]s, but has an only slightly above-average [[walk]]ing speed, as well as fairly low [[air acceleration]] and [[jump]]s. Roy has an attribute unique to him that other swordfighters do not have: 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 heavyweights on 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 edge, even if uncharged. 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 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 heavyweights on 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 edge, 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.
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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 opponent's 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 Roy 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.
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. [[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 (especially in his [[Roy (SSBM)|debut appearance in ''Melee'']]), due to a committal approach and unsafe aerials (especially compared to other fellow swordfighters), and his inverse tipper attribute hindering his spacing abilities. Likely because of this, Roy has been drastically buffed overall in his transition to ''Ultimate''.
Roy was infamous for being the lowest ranked DLC fighter in ''SSB4'', due to his poor, committal approach, 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 in said game and very little tournament representation and results. Likely as a result, Roy has been buffed significantly 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, and rushdown potential, as well as improve the consistency of his KO potential. 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 [[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, 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 auto-cancel in a short hop like in ''Melee'' and has received 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.


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 its lower knockback hinders its use as a KO option, especially [[out of shield]]. He now boasts a less effective grab game, as his forward throw has lost its combo potential altogether, and down throw has less followups due to its increased knockback; the universal nerfs to grabs further pronounce these issues, making it riskier and less rewarding for him to grab the opponent. He also retains some of his flaws from past games, such as mediocre offstage survivability, a vulnerability to combos, and an ineffective spacing game
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'', but the changes made to the game's engine, his substantial buffs, comparatively few nerfs, and his raw power and speed remaining mostly intact, now make him less polarizing and allows him to comfortably play aggressively up close, though with a few risks added to his playstyle such as a less effective grab game. As a result, Roy is considered to be much better than in any of his previous playable appearances in ''Melee'' and ''SSB4''.
Overall, Roy's core playstyle remains fundamentally the same as it was in ''SSB4'', but 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}}
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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, making it relatively low risk with high reward. 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. Finally, its sourspot reaches low enough that it can hit opponents hanging on ledge. Its combination of traits make it widely considered as one of the best neutral attacks in the game.
|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|Ōbā Basshu}}, ''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. The sweetspot is very powerful for a tilt considering its speed, being capable of KOing at under 130% from center-stage when sweetspotted. If tippered, 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-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%
|utiltdesc=A reversed gripped overhead arcing slash starting from Roy's front. 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, and it is not as effective for anti-airing compared to most up tilts due to Roy's reverse sweetspot mechanic.
|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.
|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 (-3 when sweetspotted) thanks to its good damage and very low ending lag.
|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|Reido Daun}})
|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}}, ''Power Smash'')
|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|Fureimu Sōdo}})
|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. It has a hitbox on startup around Roy's waist that launches opponents into the main thrust. 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.
|dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}})
|dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}})
|dsmashdmg={{ChargedSmashDmgSSBU|15}}/{{ChargedSmashDmgSSBU|10}} (front hit), {{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|11}} (back hit)
|dsmashdmg={{ChargedSmashDmgSSBU|15}}/{{ChargedSmashDmgSSBU|10}} (front hit), {{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|11}} (back hit)
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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 (including {{SSBU|Chrom}}'s) in that the second hit possesses weight-independent knockback, KOing all characters at the same percentages regardless of their [[weight]].
|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 {{SSBU|Marth}} and {{SSBU|Jigglypuff}}'s back aerials. Has great KO potential at high percentages and is also a devastating edgeguarding tool, with a neutral attack into a RAR back air being able to confirm KOs as early as 60%.
|bairdesc=Rotates his body to perform an upward slash. Interestingly, it turns Roy around completely, similarly to {{SSBU|Marth}} and {{SSBU|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}}
|uairdesc=A backflipping, upward arcing slash. Useful for juggling, and the sweetspot can even KO at very high percentages. The sourspot can lead into other aerials while falling.
|uairdesc=A backflipping, upward arcing slash. Useful for juggling, and the sweetspot can even KO at very high percentages. The sourspot can lead into other aerials while falling.
|dairname=Half Moon ({{ja|メテオドロップ|Meteo Doroppu}}, ''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, similarly to 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. The late sourspot has niche combo ability when landing, including into forward smash at the ledge.
|dairdesc=A two-handed, downward slash between his legs, similarly to 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. Average power and speed.
|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 185%.
|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|Gurabu Doroppu}}, ''Grab Drop'')
|dthrowname=Slam ({{ja|グラブドロップ|Gurabo Doroppu}}, ''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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|edgedesc=Performs an outward slash while climbing up.
|edgedesc=Performs an outward slash while climbing up.
|nsname=Flare Blade
|nsname=Flare Blade
|nsdmg=8%-47.83%, 50% (fully charged sweetspot), 36% (fully charged sourspot), 10% recoil (fully charged)
|nsdmg=6%-35%, 36%-50% (fully charged), 10% recoil (fully charged)
|nsdesc=Rears back and ignites the Binding Blade before performing a lunging, two-handed downward slash that generates an explosion. Roy can turn while charging the move. Functions similarly to [[Eruption]], as it can be charged for a maximum of around five seconds before unleashing the explosion, with the explosion's size growing as it charges. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it will [[OHKO]] every character in the game, with the exception of {{SSBU|Shulk}} in the Shield [[Monado Art]]. A fully charged Flare Blade is also capable of instantaneously breaking a full shield, similar to a fully charged [[Shield Breaker]], and reaches low enough that it can hit opponents attempting to grab ledges. It also has deceptively low ending lag that allows it to be potentially safe on shield and can be used to bait approaches.
|nsdesc=Rears back and ignites the Binding Blade before performing a lunging, two-handed downward slash that generates an explosion. Roy can turn while charging the move. Functions similarly to [[Eruption]], as it can be charged before unleashing the explosion, with the explosion's size growing as it charges. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it will [[OHKO]] every character in the game, with the exception of {{SSBU|Shulk}} in the Shield [[Monado Art]]. A fully charged Flare Blade is also capable of instantaneously breaking a full shield, similar to a fully charged [[Shield Breaker]]. It also has deceptively low ending lag that allows it to be potentially safe on shield and can be used to bait approaches.
|ssname=Double-Edge Dance
|ssname=Double-Edge Dance
|ssdmg=Varies
|ssdmg=Varies
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|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, making it relatively easy to edgeguard him.
|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 8%)
|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.
|}
|}
===Stats===
{{Attributes
| cast=89
| weight=95 | rweight=44-47
| dash=2.2 | rdash=12-13
| run=2.145 | rrun=14-15
| walk=1.208 | rwalk=27-31
| trac=0.107 | rtrac=48-49
| airfric=0.005 | rairfric=79-82
| air=1.302 | rair=4-5
| baseaccel=0.02 | rbaseaccel=9-12
| addaccel=0.03 | raddaccel=79-84
| gravity=0.114 | rgravity=21-22
| fall=1.8 | rfall=13-18
| ff=2.88 | rff=13-18
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=30.97 | rjumpheight=58-59
| shorthop=13 | rshorthop=78-80
| djump=28 | rdjump=82-83
| ellag=5 | rellag=76-86
}}


===[[Announcer]] call===
===[[Announcer]] call===
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Triumphantly holds the Binding Blade overhead. Resembles his overworld sprite in ''The Binding Blade''.
*'''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 SSB4 SSBU.ogg|center]]||[[File:Roy Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Roy Cheer Italian SSB4 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]]
|{{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 SSB4 SSBU.ogg|center]]||[[File:Roy Cheer Spanish SSB4 SSBU.ogg|center]]||[[File:Roy Cheer Russian SSBU.ogg|center]]||[[File:Roy Cheer Korean SSBU.ogg|center]]
|[[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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==In [[competitive play]]==
==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 is 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|Mugen}}, {{Sm|Flow|p=France}}. 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}}, while having difficult matchups against characters, such as {{SSBU|Pikachu}}, {{SSBU|Joker}}, {{SSBU|Greninja}}, {{SSBU|Pichu}}, and {{SSBU|Inkling}}. {{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 -->


''See also: [[:Category:Roy players (SSBU)]]''
''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.''
 
*{{Sm|alice|Japan}} - One of the best Roy players in the post-pandemic metagame and the best in Japan since HIKARU's retirement, peaking at 29th on the [[LumiRank 2024.2]]. He was first known for qualifying for the {{Trn|Smash World Tour 2021 Championships}} where he defeated {{Sm|Sonix}}. Since then, he has seen strong, albeit inconsistent, performances, achieving several highs including placing 4th at {{Trn|Maesuma TOP 14}}, 5th at  and 7th at {{Trn|Maesuma TOP 10}}, {{Trn|UltCore Fourth}}, and {{Trn|Maesuma'TOP 1}}, as well as defeating {{Sm|acola}} at {{Trn|Maesuma Offline (Shikoku)}}.
*{{Sm|Flow|p=France|France}} - The best Roy player in Europe, peaking at 67th on the [[OrionRank 2019]] and having many successful performances in Europe including placing 5th at both {{Trn|Ultimate WANTED 3}} and {{Trn|Ultimate Fighting Arena 2023}} and as 7th at both {{Trn|Syndicate 2019}} and {{Trn|VCA 2021}}, in addition to defeating {{Sm|Marss}} at {{Trn|King Con}}. Internationally, he is best known for defeating {{Sm|ProtoBanham}} and {{Sm|Jogibu}} to place 17th at {{Trn|Kagaribi 11}}, and had also placed 17th at {{Trn|Collision 2023}} and 25th at {{Trn|GENESIS X}}.
*{{Sm|Goblin|USA}} - The first notable Roy player in competitive play and was the best Roy player in the early metagame, ranking 34th on the [[OrionRank 2019]] and being the only primarily Roy player to rank on both iterations of the [[PGRU]]. During this time, he was known for placing 7th at {{Trn|DreamHack Atlanta 2019}} and his positive record over {{Sm|Tweek}}, having defeated him at the aforementioned event and {{Trn|Shine 2019}}. His best performances, however, took place in the early months of the post-pandemic metagame, where he placed 5th at both {{Trn|Riptide}} and {{Trn|Let's Make Big Moves 2022}} as well as 7th at {{Trn|Low Tide City 2021}} and {{Trn|Get On My Level 2022}}, where he took yet another set over Tweek at the former event. His results declined following this period.
*{{Sm|HIKARU|Japan}} - Picked up Roy in the post-pandemic metagame and was known as the best Roy player in Japan in the metagame's early years, peaking at 38th on the [[OrionRank 2022]] with Roy as his primary character. He is best known for winning {{Trn|Maesuma TOP 5}} with solo-Roy and defeating an on-the-rise {{Sm|acola}} with Roy at {{Trn|Sumabato SP 24}}, alongside other strong performances where he used Roy as his main character, including placing 2nd at {{Trn|Sumabato SP 32}}, 3rd at {{Trn|JAPAN 24}}, and 9th at {{Trn|Kagaribi 9}}. He retired on September 2023 and has made a handful of tournament appearances since.
*{{Sm|Mugen|USA}} - One of the best Roy players in North America, though he has limited activity outside of his region. He is best known for his performances in the early years of the post-pandemic metagame, including placing 9th at {{Trn|Glitch - Infinite}}, 13th at {{Trn|CEO 2021}}, 17th at {{Trn|Let's Make Big Moves 2022}}, and 25th at {{Trn|MomoCon 2022}}, notably defeating {{Sm|Tilde}} and {{Sm|Leon}} in the former. He was especially recognized for his performances in 2022, where he was ranked 92nd on the [[OrionRank 2022]].  
*{{Sm|Kola|USA}} - The greatest Roy player of all time and the only Roy player to ever rank in the top 20, peaking at 13th on the [[OrionRank 2022]], though he notably ranked in the top 10 on that year's [[OrionRank Mid-Year 2022|half-year ranking]]. He is the only Roy player to win a major, having won both {{Trn|CEO 2021}} and {{Trn|Luminosity Invitational 2: Back to School}}, and has won several other notable events as well, including {{Trn|SWT: NA East Ultimate Regional Finals}}, {{Trn|CEO 2024}}, and {{Trn|Soaked Series Invitational}}, the latter being considered one of the largest online events of all time.
*{{Sm|tk3|Japan}} - Co-mains Roy with Chrom and is considered the best Roy player in the early metagame and the pandemic period, peaking at 68th on the [[OrionRank Ultimate: Eclipse]]. During these periods, he was regularly the highest-placing Roy player at Japanese majors, placing 4th at {{Trn|Sumabato SP 11}}, 5th at {{Trn|Kagaribi 3}}, 9th at {{Trn|Kagaribi 4}}, and 13th at {{Trn|EVO Japan 2020}}. In addition, he was known for placing 2nd at {{Trn|Sumabato SP 14}}, where he defeated {{Sm|Yoshidora}} and {{Sm|Akakikusu}}. His results greatly declined following 2021.
 
===Tier placement and history===
When ''Ultimate'' was released, Roy looked promising in the metagame 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 was 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 improved dramatically during and after the end of the online metagame. {{Sm|Kola}}, 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 with consistent top 8 placements at majors, eventually winning {{Trn|CEO 2021}}. Other Roy players such as Goblin and {{Sm|HIKARU}} also saw 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 continued 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 of 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. As such, he was ranked 8th on the first tier list as a top tier character.


Following the release of the first tier list, Roy's representation saw a sudden decline at the top level, attributed to Kola's declining performances and months-long hiatus, Goblin's severe decline, and HIKARU's retirement from competitive ''Smash''. Although Roy remained a popular character overall, on the other hand, there were few Roy players that could match the three's performances, as {{Sm|alice}} remained rather inconsistent, while Flow did not become more prominent until the latter half of 2023. Finally, Kola's results following his return were better than his results right before his hiatus; however, they were still worse than his results at his peak. This decline led to Roy dropping out of the top 10 in terms of representation by mid-2023, the first time he was outside the top 10 since the early metagame, and this drop, alongside many players questioning how effective Roy's rushdown playstyle was in a slower, campier metagame, led players to believe he was overrated on the first tier list. This view was reflected in the second tier list, where he dropped 11 spots to 19th in the A-tier, tied with Chrom and {{SSBU|Ken}} as the largest drops from the first tier list.
''See also: [[:Category:Roy professionals (SSBU)]]''


Following the second tier list however, Kola's results improved in 2024, especially in the second half of the year where he won his second major. In addition, alice was also to clean up his consistency a bit, though this improvement was, in part, due to alice picking up {{SSBU|Kazuya}} as a co-main. With Roy's improved representation, he rose 4 spots on the third tier list to 15th, now ranking at the top of the A+ tier.
*{{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}}, and 7th at {{Trn|Syndicate 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}}.
*{{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|InfinityCON Tally 2021}}, and {{Trn|CEO 2021}}, 2nd at {{Trn|CEO Dreamland 2020}} and {{Trn|Let's Make Big Moves 2022}}, 3rd at {{Trn|Glitch 8.5}}, 5th at {{Trn|Smash World Tour 2021 Championships}} with wins over players such as {{Sm|Sparg0}}, {{Sm|Shuton}}, and {{Sm|Dabuz}}. 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}} - Has a Roy secondary. 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==
[[File:SSBU Congratulations Roy.png|thumb|Roy's [[congratulations screen]].]]
[[File:SSBU Congratulations Roy.png|thumb|Roy's congratulations screen.]]
Roy's opponents consist of entirely sword-fighters, with the exception of the final round.
Roy's opponents consist of entirely sword-fighters, with the exception of the final round.


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|''{{SSBUMusicLink|Fire Emblem|Beyond Distant Skies - Roy's Departure}}''
|''{{SSBUMusicLink|Fire Emblem|Beyond Distant Skies - Roy's Departure}}''
|}
|}
{{clr}}
{{clear}}


==[[Spirit]]==
==[[Spirit]]==
Roy's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Roy. 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''.
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 Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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|-
|-
|1,170
|1,170
|{{SpiritTableName|Garet|iw=goldensun|size=64}}
|{{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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|-
|-
|1,508
|1,508
|{{SpiritTableName|Axel|iw=khwiki|size=64}}
|{{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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|•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|Nils}}
|{{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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*Like in ''SSB4'', Roy will revert to Marth's idle animation while holding a small throwable [[item]], although now he also transitions to his ''SSB4'' crouching animation.
*Like in ''SSB4'', Roy will revert to Marth's idle animation while holding a small throwable [[item]], although now he also transitions to his ''SSB4'' 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 ''SSB4''.
*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 ''SSB4''.
*Roy's English star KO voice clip, much like {{SSBM|Zelda}}'s in ''Melee'', is infamous among the game's fanbase for being perceived as blood-curdling and realistic, to the point that his voice actor, {{s|wikipedia|Ray Chase}}, [https://www.twitter.com/RayChase/status/1093679605796397056 acknowledged this perception on Twitter].
*Roy's English star KO voice clip, much like {{SSBM|Zelda}}'s in ''Melee'', is infamous for being perceived as overdone and horrifying to the point that his voice actor, {{s|wikipedia|Ray Chase}}, [https://www.twitter.com/RayChase/status/1093679605796397056 acknowledged this perception 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 ''SSB4''.
**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 ''SSB4''.
*Roy is the only male character unlocked in {{b|The Final Battle|World of Light}} realm in World of Light.
*Roy is the only male character unlocked in the Final Battle realm in World of Light.
**Additionally, since Roy is found in The Final Battle, he is the only character with an Echo Fighter based on 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]].
**Additionally, since Roy is found in the Final Battle, he is the only character with an Echo Fighter based on 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 [[Sacred Land]] sub-world of 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 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 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.
**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 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 applies to {{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}}, which makes him the only character with an Echo Fighter to not be placed next to them.
*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 applies to {{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}}, which makes him the only character with an Echo Fighter to not be placed next to them.
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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)]]

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