Roy (SSBU): Difference between revisions

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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 = S
|tier = A
|ranking = 8
|ranking = 19
}}
}}
'''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', officially confirmed on June 12th, 2018 and is an unlockable fighter akin to his appearance in ''[[Super Smash Bros. Melee]]''. Roy is classified as [[Fighter number|Fighter #25]].
'''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', officially confirmed on June 12th, 2018 and is an unlockable fighter akin to his appearance in ''[[Super Smash Bros. Melee]]''. Roy is classified as [[Fighter number|Fighter #25]].
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This is the first time in the ''Super Smash Bros.'' series where Roy is not voiced in Japanese in all regions. In international releases, Roy is voiced in English by {{iw|wikipedia|Ray Chase|voice actor}}, who reprises his role from ''{{iw|fireemblem|Fire Emblem Heroes}}''. {{iw|wikipedia|Jun Fukuyama}}'s portrayal of Roy from ''[[Super Smash Bros. 4]]'' was repurposed for the Japanese version.
This is the first time in the ''Super Smash Bros.'' series where Roy is not voiced in Japanese in all regions. In international releases, Roy is voiced in English by {{iw|wikipedia|Ray Chase|voice actor}}, who reprises his role from ''{{iw|fireemblem|Fire Emblem Heroes}}''. {{iw|wikipedia|Jun Fukuyama}}'s portrayal of Roy from ''[[Super Smash Bros. 4]]'' was repurposed for the Japanese version.


Roy is ranked 8th out of 82 on the [[tier list]], placing him in the S tier. This is a massive improvement from his mid-tier placement in ''SSB4'', where he was ranked 41st out of 54, and is his best placement in the series. He is one of the veterans with the largest improvement in the transition from ''SSB4'' to ''Ultimate'', along with {{SSBU|Pac-Man}}. Roy has fast air and dash speeds which, combined with great frame data in his aerials and tilts, gives him a strong combo game and several mix-up options. The new mechanics in ''Ultimate'' also benefit Roy by making it easier for him to hit his sweetspot at the hilt and thus making it easier for him to take stocks at a relatively early percentage. Finally, Roy possesses a strong set of specials such as [[Double-Edge Dance]], which has been improved from the previous game to be overall faster and stronger.
Roy is ranked 19th out of 82 on the [[tier list]], placing him in 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. Roy's fast falling speed makes it easy for him to be comboed, and he has little options that allow him to escape. His recovery is also weak compared to other characters, as [[Blazer]] covers little vertical distance, making it possible for Roy to die early due to a gimp. Finally, Roy's raw strength relies on him getting the sweetspot at the hilt, which means he either has to get dangerously close to his opponent to hit it or deal minimal knockback and damage if the sourspot hits.
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|SALTONE}}, {{Sm|Goblin}}, and {{Sm|HIKARU}}.
Overall, Roy is considered to be one of the best swordfighters in the game, and this has been reflected by his above-average representation in the metagame, which is spearheaded by players such as {{Sm|Kola}}, {{Sm|Goblin}}, and {{Sm|HIKARU}}.


==How to unlock==
==How to unlock==
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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 any shield breaks regardless of the opponents damage. [[Double-Edge Dance]] is a quick and efficient damage-racking series of high-speed sword slashes, along with being a reliable finisher at higher percentages if sweetspotted; it is fast enough for each hit to connect reliably and catch spot dodges. His main recovery move, [[Blazer]], is an excellent [[out of shield]] option, due to gaining super [[armor]] on startup and having decent knockback growth when grounded. Lastly, his [[Counter]] has a short window of active frames compared to other counterattacks, but it makes up for being one of the strongest counters in the game thanks to its 1.35× damage multiplier.
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.


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 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 was infamous for being a lower-ranked character in previous appearances, with his [[Roy (SSBM)|debut appearance in ''Melee'']] being particularly egregious. Even in ''SSB4'', he still retained a committal approach and unsafe aerials (especially compared to other fellow swordfighters), and his inverse tipper attribute hindered his spacing abilities, which collectively resulted in both his lower mid tier placement and being ranked as the lowest ranked DLC fighter. Likely because of this, Roy has been drastically buffed overall in his transition to ''Ultimate'', and is the only DLC fighter from ''SSB4'' to remain mostly buffed in that transition.


Roy's most significant improvements are indirect, as he benefits noticeably from the changes to the universal gameplay mechanics in ''Ultimate''. The improved flexibility of [[dash cancel]]ing and the decreased landing lag on his aerials greatly improve his combo game, aerial offense, 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.
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.


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}}.
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.
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, 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.
However, Roy is not without a few nerfs, some of which are significant. [[Blazer]] now needs to travel half its maximum distance before it can sweetspot ledges and also deals less knockback, reducing its use as a KO option. 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.


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|SALTONE}} 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.
Overall, Roy's core playstyle remains fundamentally the same as it was in ''SSB4'', but the changes made to the game's engine and his substantial buffs now make him less polarizing and allows him to comfortably play aggressively up close, while retaining his raw power, range, and speed mostly intact, though with a few risks added to his playstyle such as a less effective grab game. Despite this, while Roy's nerfs are comparatively few, he still has some of his flaws from past games, such as mediocre offstage survivability, a vulnerability to combos, and an ineffective spacing game. Nevertheless, Roy is considered to be much more viable than he was in any of his previous playable appearances, and is widely seen as a solid contender in competitive play and one of the best swordfighters in the game.


{{SSB4 to SSBU changelist|char=Roy}}
{{SSB4 to SSBU changelist|char=Roy}}
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|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdesc=A reverse-gripped downward slash. Comes out on frame 8 with somewhat low ending lag. Very powerful for a tilt considering its speed, being capable of KOing at under 130% from center-stage when sweetspotted. Overall, it is the second strongest forward tilt in the game, narrowly beating {{SSBU|Ike}}'s and only losing slightly to {{SSBU|Incineroar}}'s.
|ftiltdesc=A reverse-gripped downward slash. Comes out on frame 8 with somewhat low ending lag. Very powerful for a tilt considering its speed, being capable of KOing at under 130% from center-stage when sweetspotted. Overall, it is the second strongest forward tilt in the game, narrowly beating {{SSBU|Ike}}'s and only losing slightly to {{SSBU|Incineroar}}'s.
|utiltname=Anti-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. Like forward tilt, it has remarkably good speed and power when sweetspotted, capable KOing at around 120%. However, the ending lag is quite high, making whiffs punishable.
|utiltdesc=A reversed gripped overhead arcing slash. Like forward tilt, it has remarkably good speed and power when sweetspotted, capable KOing at around 120%. However, the ending lag is quite high, making whiffs punishable.
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|dashdmg=13%/9%
|dashdmg=13%/9%
|dashdesc=An inward horizontal slash across the ground. Very strong for a dash attack, KOing at around 110% near the ledge. However, it has noticeable startup and high ending lag, which makes it very unsafe on shield.
|dashdesc=An inward horizontal slash across the ground. Very strong for a dash attack, KOing at around 110% near the ledge. However, it has noticeable startup and high ending lag, which makes it very unsafe on shield.
|fsmashname= Power Slash ({{ja|パワー スマッシュ|Pawā Sumasshu}})
|fsmashname=Power Slash ({{ja|パワー スマッシュ|Pawā Sumasshu}})
|fsmashdmg={{ChargedSmashDmgSSBU|20}} (close), {{ChargedSmashDmgSSBU|17}} (mid), {{ChargedSmashDmgSSBU|12}} (far)
|fsmashdmg={{ChargedSmashDmgSSBU|20}} (close), {{ChargedSmashDmgSSBU|17}} (mid), {{ChargedSmashDmgSSBU|12}} (far)
|fsmashdesc=Rotates his body to perform a lunging, two-handed downward slash. Despite coming out rather quickly (frame 13), it has extremely high damage and knockback and is one of the strongest forward smashes in the game when sweetspotted, capable of KOing as low as 40% with max rage. However, it has high ending lag and a short duration. It is based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''.
|fsmashdesc=Rotates his body to perform a lunging, two-handed downward slash. Despite coming out rather quickly (frame 13), it has extremely high damage and knockback and is one of the strongest forward smashes in the game when sweetspotted, capable of KOing as low as 40% with max rage. However, it has high ending lag and a short duration. It is based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''.
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|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 (including {{SSBU|Chrom}}'s) 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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|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. A fairly fast pummel.
|pummeldesc=A knee strike. Average power and speed.
|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 170%. Can allow up aerial chains at low to mid percents.
|uthrowdesc=Heaves the opponent upward with his free hand. Roy's only throw with KO potential, starting around 185%.
|dthrowname=Slam ({{ja|グラブドロップ|Gurabo Doroppu}}, ''Grab Drop'')
|dthrowname=Slam ({{ja|グラブドロップ|Gurabo Doroppu}}, ''Grab Drop'')
|dthrowdmg=5%
|dthrowdmg=5%
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|usdesc=A jumping reverse gripped slash, which ignites the Binding Blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. The grounded version deals more damage and knockback, and has brief [[super armor]] before Roy leaves the ground, making it Roy's best option [[out of shield]]. Roy cannot sweetspot ledges with the move unless he has traveled half of Blazer's maximum distance.
|usdesc=A jumping reverse gripped slash, which ignites the Binding Blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. The grounded version deals more damage and knockback, and has brief [[super armor]] before Roy leaves the ground, making it Roy's best option [[out of shield]]. Roy cannot sweetspot ledges with the move unless he has traveled half of Blazer's maximum distance.
|dsname=Counter
|dsname=Counter
|dsdmg=1.35× (minimum 9%)
|dsdmg=1.35× (minimum 8%)
|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
}}


===[[Announcer]] call===
===[[Announcer]] call===
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Triumphantly holds the Binding Blade overhead.
*'''Up taunt''': Triumphantly holds the Binding Blade overhead. Resembles his overworld sprite in ''The Binding Blade''.
*'''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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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
When ''Ultimate'' released, Roy looked promising in the meta due to the universal decreased landing lag on aerials and ability to use tilts out of a dash, which drastically fixed one of his biggest weaknesses. Along with his excellent mobility and some of the strongest KO power in the game, many professionals believed that Roy could potentially be a top-tier character. However, people also noticed that his [[Echo Fighter]], {{SSBU|Chrom}}, despite having less power and a significantly worse recovery than Roy, was more consistent due to his lack of sourspots, making him better at spacing than Roy. Chrom also had a notorious sacrificial KO move from his forward aerial to Soaring Slash. Although the latter was eventually removed, Chrom was still  widely agreed to be one of the best characters in the game and was considered to be better than Roy in the early metagame. Despite this, Roy has achieved many noteworthy results thanks to players such as {{Sm|Goblin}} and {{Sm|Flow|p=France}}, and is still thought to be significantly improved from ''Smash 4'', with many players ranking him as a high-tier or even top-tier character.
Roy's reputation would only improve from here on out, especially during and after the end of the online metagame. {{Sm|SALTONE}}, a rising star prior to the pandemic, made waves during the online metagame and ultimately placed 1st on the [[Wi-Fi Warrior Rank v5]]. He maintained this momentum after offline play returned, and consistently placed top 8 at majors. Other Roy players such as Goblin and {{Sm|HIKARU}} would also see strong results during this period, leading to an increase in Roy's representation, especially in the United States: Roy had the second-highest character usage by the end of 2021,<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1zTKrF1HOv70Pp8xdJKrRQy3QiMYKLTCstoVNgxymt0o/edit#gid=0|title=OrionRank Ultimate: Eclipse character usage}}</ref> and continues to be a top 10 character representation-wise in the following year.<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1gRlzy4z_dpqb2ZRhGoqtbDcuvUKz_ROsMZHGegon53M/edit#gid=329450080|title=OrionRank 2022 character usage}}</ref> With Chrom's decline as a result to a shrinking playerbase, many players such as {{Sm|Dabuz}} and {{Sm|Tweek}} consider Roy to be one of the best, if not the best, Fire Emblem characters in the game, and the character is widely accepted to be a top-tier, ranking 8th on the current tier list.
===Most historically significant players===
===Most historically significant players===
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''See also: [[:Category:Roy players (SSBU)]]''
''See also: [[:Category:Roy players (SSBU)]]''


*{{Sm|alice|Japan}} - One of the best Roy players in Japan. Placed 4th at {{Trn|Sumabato SP 30}}, 7th at {{Trn|Maesuma TOP 10}}, 9th at {{Trn|Sumabato SP 19}}, 13th at {{Trn|Sumabato SP 27}}, and 17th at {{Trn|Maesuma TOP 5}} with wins over players such as {{Sm|acola}}, {{Sm|Sonix}}, and {{Sm|Kome}}.
*{{Sm|alice|Japan}} - The second best Roy player in the world during 2023 and 2024, peaking at 41st on the [[LumiRank 2024.1]]. His breakout tournament was at {{Trn|Maesuma TOP 5}} where he placed 25th, and continued to place highly at other events with a 4th at {{Trn|Maesuma TOP 14}} and 7th at {{Trn|Maesuma TOP 10}}. He notably took a set over {{Sm|acola}} at {{Trn|Maesuma Offline (Shikoku)}} and {{Sm|Sonix}} at the {{Trn|Smash World Tour 2021 Championships}}.
*{{Sm|Flow|p=France|France}} - The best Roy player in Europe. Placed 4th at {{Trn|Glory 2.0}}, 5th at {{Trn|Ultimate WANTED 3}}, 7th at both {{Trn|Syndicate 2019}} and {{Trn|VCA 2021}}, and 17th at {{Trn|Temple: Hermès Edition}} with wins over players such as {{Sm|Fatality}}, {{Sm|Glutonny}}, and {{Sm|Meru}}. Ranked 12th on the [[PGRU v3 EU]].
*{{Sm|Flow|p=France|France}} - The best Roy player in Europe who has placed top 8 at several large European tournaments, including 5th at {{Trn|Ultimate Fighting Arena 2023}} and 7th at {{Trn|VCA 2021}}. Overseas, he also placed 17th at both {{Trn|Collision 2023}} and {{Trn|Kagaribi 11}}, the latter being one of the largest Japanese tournaments of all-time and defeating {{Sm|ProtoBanham}} and {{Sm|Jogibu}} along the way, as well as 25th at {{Trn|GENESIS X}}. His best placement was 67th on the [[OrionRank 2019]].
*{{Sm|Goblin|USA}} - One of the best Roy players in the world. Placed 5th at {{Trn|Riptide}}, 7th at both {{Trn|DreamHack Atlanta 2019}} and {{Trn|Low Tide City 2021}}, 9th at {{Trn|MomoCon 2022}}, and 13th at {{Trn|2GG: Kongo Saga}} with wins over players such as {{Sm|Tweek}}, {{Sm|Samsora}}, and {{Sm|kameme}}. Ranked 24th on the [[PGRU v3 NA]].
*{{Sm|Goblin|USA}} - The second-best Roy player of all-time who was the definitive best in 2019, being the highest ranked Roy main in that year with his 42nd placement on the [[Fall 2019 PGRU]]. He had supermajor placements such as 13th at {{Trn|2GG: Kongo Saga}} and 17th at {{Trn|Shine 2019}} with wins over {{Sm|Tweek}} and {{Sm|Samsora}}. He has continued to do well at offline tournaments after the pandemic, placing 5th at {{Trn|Riptide}} and {{Trn|Let's Make Big Moves 2022}}, but began to decline in mid-2022.
*{{Sm|HIKARU|Japan}} - The best Roy player in Japan. Placed 1st at both {{Trn|Maesuma TOP 5}} and {{Trn|KOWLOON 2}}, 2nd at {{Trn|Sumabato SP 24}}, 5th at {{Trn|Maesuma TOP 6}}, and 13th at {{Trn|Maesuma TOP 8}} with wins over players such as {{Sm|acola}}, {{Sm|Tea}}, and {{Sm|Asimo}}.
*{{Sm|HIKARU|Japan}} - Known for his other characters such as {{SSBU|Donkey Kong}}, but picked up Roy in post-pandemic tournaments and became best Roy player in Japan until his retirement, peaking at 38th on the [[OrionRank 2022]] with Roy as his primary character. He won {{Trn|Maesuma TOP 5}} with solo Roy, as well as {{Trn|Sumabato SP 27}} and {{Trn|KOWLOON 2}} with Roy as one of his characters.
*{{Sm|Mugen|USA}} - Placed 9th at {{Trn|Glitch - Infinite}}, 13th at both {{Trn|CEO 2021}} and {{Trn|InfinityCON Tally 2021}}, 17th at {{Trn|Let's Make Big Moves 2022}}, and 25th at {{Trn|MomoCon 2022}} with wins over players such as {{Sm|SALTONE}}, {{Sm|Jake}}, and {{Sm|Fatality}}. Previously ranked 3rd on the [[Georgia Power Rankings]].
*{{Sm|Mugen|USA}} - One of the best Roy players in North America. Despite his limited activity outside of his region, he began showing prominence in 2022 thanks to his 9th place finish at {{Trn|Glitch - Infinite}} with wins over {{Sm|Tilde}} and {{Sm|Leon}} and a 17th place finish at {{Trn|Let's Make Big Moves 2022}} with a win over {{Sm|Ling}}, which ultimately led to him ranking 92nd on the [[OrionRank 2022]].
*{{Sm|SALTONE|USA}} - The best Roy player in the world. Placed 1st at {{Trn|CEO 2021}}, 2nd at {{Trn|Let's Make Big Moves 2022}} and {{Trn|Low Tide City 2022}}, 3rd at {{Trn|Smash Ultimate Summit 5}}, and 5th at {{Trn|Smash World Tour 2021 Championships}}. Ranked 8th on the [[PGRU v3 NA]]. He is also considered one of the best online players, placing 1st at {{Trn|Soaked Series Invitational}} and 3rd at {{Trn|SWT: NA Southeast Ultimate Online Qualifier}}. Ranked as high as 1st on the [[Wi-Fi Warrior Rank v5]].
*{{Sm|Kola|USA}} - The best Roy player of all-time, peaking at 5th on the [[OrionRank Mid-Year 2022]], and is the only Roy player to win majors, doing so at {{Trn|CEO 2021}} and {{Trn|Luminosity Invitational 2: Back to School}}. He is also considered one of the best online players, placing 1st at {{Trn|Soaked Series Invitational}} primarily using Roy, which to date is one of the largest online tournaments in ''Smash Bros.'' history.
*{{Sm|tk3|Japan}} - Co-mains Roy with Chrom and is considered one of the best Roy players 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]].
*{{Sm|tk3|Japan}} - Co-mains Roy with Chrom and is considered one the best Roy players in Japan. Prior to 2022, he was considered the best Roy in the country with major placements such as 5th at {{Trn|Kagaribi 3}}, 9th at {{Trn|Kagaribi 4}}, and 13th at {{Trn|EVO Japan 2020}} with {{Sm|Yoshidora}}, {{Sm|Atelier}}, and {{Sm|Akakikusu}} being some of his most notable Roy wins. After 2021, he has been inconsistent with his placements, but can still make decent bracket runs seen with many Sumabatos.
 
===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 is still thought to be significantly improved from ''Smash 4'', with many players ranking him as a high-tier or even top-tier character.
 
Roy's reputation continued to improve 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, and consistently placed top 8 at majors. 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 to a shrinking playerbase, many players such as {{Sm|Dabuz}} and {{Sm|Tweek}} consider Roy to be one of the best, if not the best, Fire Emblem characters in the game. As such, Roy was ranked 8th on the first tier list as a top tier character.
 
Following 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 whether Roy's hilt sweetspot and linear recovery were becoming more of a problem, 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.


=={{SSBU|Classic Mode}}: A Journey of Swords==
=={{SSBU|Classic Mode}}: A Journey of Swords==
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**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 the Final Battle realm in World of Light.
*Roy is the only male character unlocked in {{b|The Final Battle|World of Light}} 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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