Project M
Project+

Roy (PM): Difference between revisions

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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
 
{{Infobox Character Mod
{{Infobox Character Mod
|name         = Roy
|name = Roy
|image       = [[Image:PMRoy.png|250px]]
|image = {{tabber|title1=Classic (PM)|content1=[[File:PMRoy.png|250px]]|title2=Classic (P+)|content2=[[File:PPlus Roy.png|250px]]|title3=Awakening (P+)|content3=[[File:Roy PMALT.png|250px]]}}
|mod         = Project M
|mod = Project M
|base         = ssbm
|base = SSBM
|moveset1     = Roy (SSBM)
|moveset1 = Roy (SSBM)
|tier        = Mid
|altcostume = Awakening Roy (''[[Project+]]'')
|ranking      = 23
}}
}}
'''Roy''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He returns from ''Melee'' with a buffed moveset. He is one of the two characters that was not originally playable in ''Brawl'', the other being {{PM|Mewtwo}}. <!--tier position paragraph-->
'''Roy''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. After being cut from ''Brawl'', he returns with significant buffs. In ''Project M'', he is one of two characters that were not originally playable in ''Brawl'', the other being {{PM|Mewtwo}}; in ''[[Project+]]'', he is one of three, with {{b|Knuckles|P+}} being the third. Roy was the first [[File_replacement#Clone_Engine| clone engine character]] announced for ''Project M'', being a clone of {{PM|Marth}} as he was in ''Melee''.  
 
Jun Fukuyama's protrayal of Roy from ''Super Smash Bros. Melee'' was repurposed for Roy's appearance in ''Project M'' onwards.
 
Roy ranks 29th out of 41 on the [[Project M#Tier list|official]] [[tier list]], in the C tier. This is only a slight improvement in terms of tier ranking—in ''Melee'', he is placed 21st out of 26, in the D tier—but balance in ''Project M'' is generally considered to be much better than in ''Melee'', and Roy is far more viable and has significantly improved tournament results compared to his ''Melee'' version.


==Attributes==
==Attributes==
Roy falls under a special and unique archetype of being a nimble fighter with relatively strong attacks, many of which were greatly buffed and strengthened in his transition from ''Melee''. He retains many of his attributes from ''Melee'', including a fast dash, a fast falling speed, and an average air speed. Wielding a sword, Roy is a fighter with decent range, as his Binding Blade gives his attacks access to disjointed hitboxes, allowing him to carefully space between him and his opponents. Consequently, Roy has transitioned into a more combo-heavy character in ''Project M'', heavily compounded by his increased power and drastically improved aerial game. He possesses one of the, if not the, most powerful [[spike]]s in his down aerial, where the sweetspot, while small, if landed properly, will powerfully strike the opponent downwards, which can very easily lead to a KO, especially at medium to high percentages. Roy also has an effective finisher with his back aerial, having significantly increased knockback, being able to reliably KO an opponent once he or she is at a high percentage.
Roy maintains the same archetype from ''Melee'', being a nimble fighter with relatively strong and fast attacks, an uncommon combination for a lightweight. He retains many of his attributes from ''Melee'', including a fast dash, a fast falling speed (the same as the significantly heavier {{PM|Donkey Kong}}), and an average air speed. As a swordsman, Roy's [[List of swords#Binding Blade|Binding Blade]] gives his attacks disjointed hitboxes, allowing him to carefully space between him and his opponents. Many of his attacks were heavily buffed in his transition from ''Melee'', becoming stronger, faster, better for comboing, easier to land due to increased reach, and better for finishing. Roy's greatest change, however, is his drastically improved aerial game (which was arguably the worst in ''Melee''). For instance, his sweetspotted down aerial is much stronger and now a [[spike]] as opposed to a [[meteor smash]], and his back aerial is a powerful finisher due to its significantly increased knockback.
 
One of the biggest flaws Roy had in ''Melee'' was his inability to combo due to his difficult-to-land attacks. As a result of their poor hitbox placements, it was very easy for Roy to land his sourspots, which caused low hitstun. This has been well addressed in ''Project M'', as his attacks are comparably easier to land and sweetspot as a result of their increased range. Because of this, they offer more hitstun than they did in ''Melee''. Roy's improved aerial game greatly benefits his comboing game, as he can now link multiple forward aerials consecutively and rack up damage more easily than before, and his up aerial has been strengthened, not enough to make it a reliable kill move, but enough to make it more efficient at juggling. In addition, Roy also has a very good approach due to having one of the best [[Short hop fast fall L-cancel|SHFFLs]] in the game due to his fast falling speed, moderately high gravity, and low short hop, coupled with his relatively low traction, giving him an above-average [[wavedash]] length.


His grab game is among the best. His up throw is one of the strongest and has great chain grabbing potential (though due to the slight knockback increase compared to Marth's, it is overall more difficult to chain grab with Roy's), being capable of chain grabbing fast fallers. Additionally, Roy can force his opponent over to the edge and execute a good [[edgeguarding]] strategy by grabbing them, forward or down throw them, and finish him or her off with either his [[Flare Blade]] or side smash.
Roy's grab game is formidable. His up throw is the 9th strongest (10th if {{PM|Olimar}}'s is counted as two due to his purple and blue Pikmin being stronger) and has great chain grabbing potential against fast fallers. Additionally, Roy can force his opponent over to the edge and execute a good [[edgeguarding]] strategy by grabbing them, forward or down throwing them, and finishing them off with either his [[Flare Blade]] or side smash.


Roy, however, is not without his flaws. The primary flaw of his disjointed hitboxes remains, as the tipper hitboxes of most attacks, if not all (neutral aerial and up smash are a few exceptions), retain their roles as the sourspots of his attacks; with that being said, Roy's sweetspots remain at the hilt to the middle of his blade, still forcing him to come up close to his opponents to deal maximum damage, unlike Marth. Additionally, while being combo-heavy himself, Roy continues to be very vulnerable for combos despite his light weight, all because of his fast falling speed. The latter attribute additionally exacerbates his below-average recovery that is also easily [[gimp]]able, being among the worst recoveries in the game despite Roy being able to extend the horizontal distance of his [[Blazer]] far more than Marth with his [[Dolphin Slash]]; while Roy can aid his recovery by using his side special, the [[Double-Edge Dance]], as the first hit grants him slightly more vertical distance and longer airborne time, it is still inferior compared to Marth doing the same thing with his [[Dancing Blade]] due to Roy's faster falling speed and higher gravity.
However, Roy is not without his flaws. He retains his disjointed hitboxes' primary flaw from ''Melee'': the poor hitbox placements, as the tipper hitboxes of most attacks (neutral aerial and up smash are a few exceptions), retain their roles as the sourspots of his attacks, meaning that Roy is still forced to come up close to his opponents in order to be most efficient. However, because they are easier to land as a result of their increased range, this flaw does not adversely affect Roy nearly as much as it did in ''Melee''. Roy's primary flaws, however, are his susceptibility to combos despite his light weight, due to his fast falling speed, which also exacerbates his poor and easily [[gimp]]ed recovery, his other major flaw. On the upside, Roy can aid his recovery by using his side special, the [[Double-Edge Dance]], as the first hit grants him slightly more vertical distance and longer airborne time. Also, his fast falling speed enhances his vertical endurance, making him moderately difficult to KO vertically. Despite this, Roy's vertical endurance is only average relative to the cast (18th overall, which is relatively worse than in ''Melee'') due to being lighter than many other characters. In conclusion, Roy can be considered a rush-down glass cannon like the [[space animal]]s, because while he possesses devastatingly powerful attacks in his repertoire in addition to an effective combo game, his survivability is below average due to being an easy-to-combo lightweight with a lackluster recovery.


Regardless of his flaws, he has inherited a myriad of amazing buffs in his transition, and they have immensely improved his comboing game and overall power.
Overall, thanks to the buffs he received, his combo game and overall power have been improved significantly, thus making him be a more formidable fighter than he was before in ''Melee''.


==Changes from ''Melee'' to PM==
==Changes from ''Melee'' to ''PM''==
[[File:Roy_PM_Forward_Tilt.jpeg|thumb|right|Roy performing his new Forward Tilt (angled diagonally upwards).]]
[[File:Roy PM Forward Tilt.jpeg|thumb|Roy performing his new forward tilt (angled diagonally upward).]]
Roy has been heavily [[buff]]ed from ''Melee'' to PM and has been reworked to be more of a semi-clone of {{PM|Marth}}, rather than a [[clone]], in terms of animations and attack functions.
Roy has been heavily [[buff]]ed from ''Melee'' to PM and has been reworked to be more of a semi-clone of {{PM|Marth}}, rather than a [[clone]], in terms of animations and attack functions. In addition, his buffs have increased his overall KO potential and made him become on par Marth as opposed to weaker.


===Aesthetics===
===Aesthetics===
*{{change|Roy's up taunt involves him pointing his sword forward while saying "僕 は 負けない." (Boku wa Makenai) meaning "I won't lose!"}}
*{{change|Roy's up taunt involves him pointing his sword forward while saying "{{ja|僕は負けない!|Boku wa makenai!}}" (''I won't lose!'').}}
*{{change|Side taunt involves him pointing his sword up, then swinging it across his body, and pointing it behind him, identical to his father Eliwood's pre-critical animation as a Lord in Fire Emblem: Blazing Sword.}}
*{{change|Side taunt involves him pointing his sword up, then swinging it across his body, and pointing it behind him, identical to his father Eliwood's pre-critical animation as a Lord in ''Fire Emblem (The Blazing Blade)''.}}
*{{change|For his on-screen appearance, Roy comes onto the stage with a magic warp similar to how Marth does, but strikes a different pose (same as his Taunt from Melee) and shouts "Hee-ya!".}}
*{{change|For his on-screen appearance, Roy comes onto the stage with a magic warp circle similar fashion to Marth's, but strikes a different pose (same as his Taunt from Melee) and shouts "Hee-ya!".}}


===Attributes===
===Attributes===
*{{buff|Roy's sword attacks have more [[reach]].}}
*{{buff|A majority of Roy's attacks involving his sword have more [[reach]].}}
*{{buff|While still incredibly weak, all of Roy's sourspots are overall stronger than in ''Melee''.}}
*{{buff|While still incredibly weak compared to the sweetspot, a majority of Roy's sourspotted attacks are overall stronger than in ''Melee''.}}
*{{buff|Roy [[walk]]s faster (1.2 → 1.4)}}
*{{buff|Jump lag reduced by 1 frame (frame 5 → 4) allowing a slightly faster SHFFL and wavedash, improving his mobility and approach.}}
*{{buff|Roy [[jump]]s slightly higher (2.6 → 2.714).}}


===Ground Attacks===
===Ground Attacks===
*{{buff|Jab deals higher damage and knockback with less endlag.}}
*{{buff|[[Neutral attack]] deals more damage (6%/5%/3% → 8%/6%), and has increased knockback (60 growth → 66 (sweetspot), 5 base/60 growth → 30/66).}}
*{{buff|Forward tilt is now a quick, long-ranged stab, based off of Roy's attack animation as a Lord in ''{{s|fireemblemwiki|Fire Emblem: The Binding Blade}}''. It inflicts higher damage and knockback and can be [[angle]]d, and has less endlag than his old foward tilt.}}
*{{change|The sourspot of neutral attack no longer sends opponents at a [[Sakurai angle]] (361° → 70°).}}
*{{buff|Up tilt deals higher damage and knockback and now covers a larger, half-circle area above Roy. It additionally starts from his back (the opposite of {{PM|Marth}}'s), allowing to quickly repel opponents that manage to [[cross-up|cross him up]], and has less endlag.}}
*{{buff|Roy has a new [[forward tilt]]; a quick, long-ranged stab, based off of Roy's attack animation as a Lord in ''{{s|fireemblemwiki|Fire Emblem: The Binding Blade}}''. The new forward tilt has significantly increased reach, less start-up (frame 9 → 8), less ending lag (IASA 40 → 38), deals more damage (12%/10%/7% → 14%/9%), can be [[angle]]d, and now deals extra [[shield damage]] (0 → 4), drastically improving its utility. The sourspot also has more base knockback (30 → 60).}}
*{{buff|Foward smash has a hard to land "sweeterspot" that has higher KO potential. Sourspot deals higher damage and knockback.}}
*{{change|The sourspot of forward tilt no longer sends opponents at a Sakurai angle (361° → 60°).}}
*{{buff|Down smash is now a spinning sword sweep with less ending lag and same KO power as in ''Melee''; however, it deals strong knockback even from behind and overall has more utility than his previous one. It also has a flame effect.}}
*{{buff|[[Up tilt]] deals increased damage (10%/9%/8%/6% → 12%/9%) has less start-up with a longer duration (frame 7-13 → 6-13), less ending lag (IASA 40 → 34) and has much more reach around Roy with better hitbox placements. The sourspot also now sends opponents at a vertical angle (361° → 100°/90°), increasing its combo potential. The move also starts from his back (the opposite of Marth's), allowing to quickly repel opponents that manage to [[cross-up|cross him up]].}}
*{{buff|Up smash has a flame effect and does much more damage with higher knockback.}}
*{{nerf|The sweetspot of up tilt has less knockback growth (120/118/116 → 100).}}
*{{buff|Dash attack deals higher damage and is cancelable, which allows him to [[DACUS]]; this further improves his mobility and is an additional [[approach]]ing option.}}
*{{change|The sourspot of up tilt has altered knockback (20 (base)/100 (growth) → 35/67).}}
*{{nerf|Forward tilt has slightly slower start-up.}}
*{{buff|[[Dash attack]]'s deals more damage (12%/6% → 14%/10%), has increased reach, and a faster animation that matches its hitbox duration. It can also now be cancelled into a [[DACUS]]; this further improves his mobility and is an additional [[approach]]ing option. The sourspot also has more base knockback (35 → 70).}}
*{{nerf|Down tilt sweet spot is harder to land.}}
*{{nerf|Dash attack has more start-up (frame 12 → 13), and the sweetspot has less knockback growth (55 → 47).}}
*{{nerf|Down smash hitboxes deal less damage than his old down smash and cannot hit foes on ledges as well.}}
*{{change|The sourspot of dash attack no longer sends opponents at a Sakurai angle (361° → 100°).}}
*{{buff|[[Forward smash]] has less start-up (frame 12 → 11) and ending lag (IASA 54 → 53). The sourspot also deals more damage (12% → 13%), and more favorable knockback (30 base/65 growth → 80/20).}}
*{{buff|[[Up smash]] deals more damage if all hits connect (16.56% → 20%) due to the changes to [[stale move negation]] and the final hit dealing more damage (10% → 12%). It also has less ending lag (IASA 46 → 45).}}
*{{nerf|The final hit of up smash has less knockback growth (90 → 80).}}
*{{buff|Roy has a new [[down smash]]; a spinning sword sweep. It has much less ending lag (IASA 72 → 61) and has increased knockback growth on both hits (70/68 → 82/77), giving it much better utility than his previous one. The sourspot of the back hit also deals more damage (8% → 10%).}}
*{{nerf|Both hits of sweetspotted down smash deal less damage (21%/16% → 18%14%), and the move cannot hit opponents on ledges as reliably.}}
*{{change|Down smash now has a flame effect.}}


===Aerial Attacks===
===Aerial Attacks===
*{{buff|Foward aerial deals more damage and knockback, and the sourspot deals higher knockback than the sweetspot, and has slightly less endlag.}}
*{{buff|All aerials deal more damage (4% (hit 1)/8%/6% (hit 2) → 4%/10% (neutral), 8%/5% → 12%/9% (forward), 9%/6% → 16%/11% (back), 9%/6% →12%/8% (up), 9%/6% → 12%/18%/9% (down)).}}
*{{buff|Neutral aerial possesses higher range, doing more damage and knockback. Now strikes 3 times in front of Roy and twice behind, and the second and third strikes do not have a sourspot. It also has a flame effect on the 2nd and 3rd hits.}}
*{{buff|Except [[up aerial]], all aerials have increased [[Interruptibility]] (frame 50 → 49 (neutral), frame 35 → 33 (forward), frame 43 → 41 (back), frame 64 → 48 (down)).}}
*{{buff|New back aerial is a horizontal slice that deals higher damage and much more knockback, making it a powerful finisher.}}
*{{buff|[[Neutral aerial]] has an altered animation. Roy now does a full outward 360° spin four times with his sword extended with both hands. The new animation has longer reach, covering both in front and behind Roy during both hits, and both hits of the move have less start-up with a longer duration (frame 7-8 (hit 1)/17-20 (hit 2) → 6-11 (hit 1)/13-25 (hit 2)).}}
*{{buff|Down aerial has less endlag and deals more damage, and the sweetspots are easier to land. Its strongest hitbox is a very strong spike located between Roy's head and the base of his blade. It also has a flame effect.}}
*{{nerf|Neutral aerial [[Auto-canceling|auto-cancels]] later (frame 32 → 35).}}
*{{buff|Up aerial deals higher damage and knockback, making it a better juggling move.}}
*{{change|Neutral aerial now has a flame effect on the second hit.}}
*{{nerf|New back aerial has less range and no longer hits below Roy.}}
*{{buff|[[Forward aerial]] has a longer duration (2 frames → 3), and autocancels earlier (frame 35 → 28).}}
*{{buff|Forward aerial deals more knockback overall (30 base/70 growth (sweetspot) → 40/50, 10 base/70 growth (sourspot) → 30/65), and has more favorable knockback angles (361° (both) → 50° (sweetspot)/45° (sourspot)), increasing their combo and KO potentials.}}
*{{buff|[[Back aerial]] has an altered animation. Roy now does a turn-around horizontal slash rather than an inward one, similar to Ike's back aerial. It has less start-up with a longer duration (frame 8-10 → 7-11), and deals more knockback (30/10 (base)/70 (growth) → 20 (base)/100/70 (growth)). Combined with its increased damage output, this significantly increases back aerial's KO potential.}}
*{{change|Back aerial's altered animation increases it horizontal reach, but decreases its vertical reach.}}
*{{buff|[[Up aerial]] has more favorable knockback (20/10 (base)/70 (growth) → 45/30 (base)/40 (growth)). Combined with its increased damage output, this increases its juggling potential.}}
*{{buff|[[Down aerial]] has less landing lag (32/16 → 25/12), and its meteor sweetspot is now a [[spike]] instead of a meteor smash (270° → 281°). Combined with its doubled damage output, this makes it drastically more powerful despite its decreased knockback growth (70 → 60). It also has a larger and more favorably placed hitbox, now located between Roy's head and the base of his blade, making it easier to land and combo into. Non-spike sweetspot and sourspot hitboxes of down air additionally deal less knockback (40 (base)/70 (growth) → 30/60), and have altered angles (361°/90° → 90°/37°), increasing their combo potentials.}}
*{{change|The spike sweetspot of down air now has a flame effect.}}


===Grabs and Throws===
===Grabs and Throws===
*{{buff|Grab range increased.}}
*{{buff|Grab range increased.}}
*{{buff|Up throw has slightly more KO potential.}}
*{{change|All throws have altered angles (45° → 50° (forward), 117° → 45° (back), 97° → 83° (up), 120° → 60° (down)), though in the case of back and down throw, they still send opponents behind Roy.}}
*{{change|[[Back throw]] has more knockback growth (45 → 70). This increases its edgeguarding potential, but hinders is followup potential.}}


===Special Moves===
===Special Moves===
*{{buff|[[Flare Blade]] is more powerful in terms of knockback, and even when uncharged it deals more damage than before.}}
*{{buff|[[Flare Blade]] deals more damage when uncharged (6% → 10%), improving its KO potential.}}
*{{buff|[[Double-Edge Dance]] was improved significantly; 3rd variation has a new animation and its sourspot deals slightly more damage. 4th variation can be reversed and is a stabbing move that deals strong knockback. 3rd up variation sourspot deals much higher damage. 3rd down variation has a new animation and deals slightly higher damage and now has major gimping potential. 4th down variation has a new animation, hits better, and deals more knockback. 4th variation has has a new animation and has more vertical range while the sourspot does more damage.}}
*{{buff|[[Double-Edge Dance]] was improved significantly:}}
*{{buff|[[Blazer]] deals much more damage and now has more reliable knockback. Additionally, the very last hitbox of the move no longer inflicts set knockback. Also, at the height of the jump Roy can grab edges when he is facing away from it, similar to Falcon Dive and Dark Dive.}}
**{{buff|3rd variation's sourspot deals slightly more damage.}}
*{{nerf|Double Edge Dance has its sole nerf; 4th up variation has less overall range, damage, and knockback, and has a new animation.}}
**{{buff|4th variation can be reversed and is a stabbing move that deals strong knockback.}}
**{{buff|3rd up variation sourspot deals much higher damage.}}
**{{buff|3rd down variation deals slightly higher damage and now has major gimping potential.}}
**{{buff|4th variation has more vertical range while the sourspot does more damage.}}
**{{buff|4th down variation hits better, and deals more knockback.}}
**{{buff|4th up variation now inflicts vertical instead of horizontal knockback, and has faster startup.}}
*{{change|All variations of Double-Edge Dance's 3rd and 4th have new animations.}}
*{{buff|[[Blazer]] deals much more damage and now has more reliable knockback. Additionally, the very last hitbox of the move no longer inflicts set knockback. Also, at the height of the jump Roy can grab the ledge when he is facing away from it, similar to [[Falcon Dive]] and [[Dark Dive]].}}
*{{buff|[[Counter]] has more favorable knockback (30 (base)/90/70 (growth) → 90 (base)/40 (growth)), making it safer when countering weaker moves, while still being able to KO when countering stronger moves. The counter itself additionally has a larger hit radius, now properly covering Roy's feet.}}
*{{change|Roy no longer says "{{ja|そこ!|Soko!}}" ("There!") when he counters an attack.}}
 
==Changes from ''PM'' to ''P+''==
 
===Aesthetics===
*{{change|Roy's ''Awakening'' recolor has been replaced by the actual costume that was originally intended to appear in ''Project M''. This costume comes with recolors for [[Team Battle|Teams]].}}
*{{change|Roy no longer shares Marth's soundbank, and now has his own. This removes related bugs and oddities from ''Project M''.}}
*{{change|“Soko!” added back as an option for counter’s voice clips.}}
*{{change|Roy now has an additional idle animation.}}
*{{change|Roy's visual effects related to his sword swing were fixed.}}
 
===Attribute===
*{{change|Wall Jump Horizontal Velocity: 1.3 > 1.0}}
 
====Ground attacks====
[[Forward tilt]]
*{{nerf|Sweet spot damage: 14 > 13 (No KB Comp)}}
*{{change|Sour spot: 60 BKB > 40 BKB, 70 KBG > 80 KBG}}
*{{buff|Sweet spot now takes priority over sour spot}}
*{{change|Angling Up/Down now increases/decreases damage by 1%}}
 
[[Down tilt]]
*{{buff|Can now shield during interruptible frames}}
 
[[Forward smash]]
*{{change|No longer reverse hits}}
*{{buff|Sword hitbox placement now matches Marth's fsmash}}
 
[[Down smash]]
*{{buff|Sweet spot Initial hit KBG: 82 > 85}}
*{{buff|Sweet spot lingering hit KBG: 77 > 80}}
*{{nerf|Sour spot KBG: 100 > 95}}
 
===Aerial attacks===
[[Back aerial]]
*{{buff|Reverted Sweetspot to v3.5 Angle: 361 > 50}}
 
[[Up aerial]]
*{{buff|Sweet spot priority on up air reworked, the inner body hitbox now takes priority over the tip sour spot (tip still has priority over sword/hilt hitboxes)}}
 
===Throw===
[[Down throw]]
*{{change|Release point and throw animation adjusted to resemble Melee}}
 
===Special moves===
[[Flare Blade]]
*{{change|When nearly fully charged (flashing white), press A to activate a ranged critical strike!}}
 
[[Double-Edge Dance]]
*{{buff|All variations except for xxV and the 4th swings
Hitlag Multiplier: x1 > x0.9}}
*{{buff|xxV (3rd swing down)
Hitlag Multiplier: x1 > x0.75 (repeating hits only)}}
*{{buff|xxx^ (4th swing up)
Damage 10/8 > 11/9 (No KB Compensation)}}
*{{buff|xxV & xxxV (3rd & 4th swings down)
SDI Multiplier: x1 > x0.75 (repeating hits only)}}
 
[[Blazer]]
*{{change|Ledge grab box changed to match v3.5}}
*{{buff|Landing Lag 30 > 24}}
*{{buff|Distance 1.1 > 1.14}}
 
[[Counter]]
*{{change|Link's bombs no longer bounce off of Roy’s Counter}}
*{{buff|Intangibility frames on attack increased by 1 to fully cover active hitbox frames}}


==Revisions==
==Revisions==
===v3.01===
===v3.01===
*{{buff|Grab release animation sped up to avoid potential grab release combos or re-grabs.}}
*{{buff|Grab release animation sped up to avoid potential grab release combos or re-grabs.}}
*{{change|Forward Air landing lag and L-canceled landing lag matched to Melee.}}
*{{change|Forward aerial landing lag and L-canceled landing lag matched to Melee.}}
*{{change|Some of [[Double-Edge Dance]]'s sword swings could whiff when it looked like they hit, this has been fixed.}}
*{{bugfix|Some of [[Double-Edge Dance]]'s sword swings could whiff when it looked like they hit, this has been fixed.}}
*{{change|New Final Smash doesn't use time manipulation anymore and has been fixed up in general to be less buggy.}}
*{{bugfix|New Final Smash doesn't use time manipulation anymore and has been fixed up in general to be less buggy.}}
*{{change|Model optimized to no longer cause significant lag.}}
*{{buff|Model optimized to no longer cause significant lag.}}


===v3.5===
===v3.5===
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*{{buff|Slow walk speed slightly increased.}}
*{{buff|Slow walk speed slightly increased.}}
*{{buff|Double Edge Dance can now clank with projectiles and other moves (except for Down Four, which also can no longer be absorbed).}}
*{{buff|Double Edge Dance can now clank with projectiles and other moves (except for Down Four, which also can no longer be absorbed).}}
*{{buff|Down Air sweetspot now spikes.}}
*{{buff|Down aerial sweetspot now spikes.}}
*{{nerf|Up air landing lag increased.}}
*{{nerf|Up aerial landing lag increased.}}
*{{nerf|Dash grab range decreased.}}
*{{nerf|Dash grab range decreased.}}
*{{change|Double Edge Dance frame data now matches Melee.}}
*{{change|Double Edge Dance frame data now matches Melee.}}
Line 85: Line 179:
Beta
Beta
*{{change|AI is now more intelligent when using Roy.}}
*{{change|AI is now more intelligent when using Roy.}}
*{{change|Down tilt's tip's base knockback was reduced from 90 to 70.}}
*{{nerf|Down tilt's tip's base knockback was reduced (90 70).}}
*{{change|Down aerial's base knockback was reduced from 40 to 30.}}
*{{nerf|Down aerial deals less knockback (40 (base)/70 (growth) → 30/60).}}
*{{nerf|Down aerial's knockback growth was reduced from 70 to 60.}}


Full
Full
*{{change|Roy's voice clips are more audible. His sounds were also adjusted to be different from Marth.}}
*{{change|Roy's voice clips are more audible. His sounds were also adjusted to be different from Marth.}}
*{{change|Back aerial animation tweaked, making it easier to hit and/or sweetspot opponents.}}
*{{buff|Back aerial animation tweaked, making it easier to hit and/or sweetspot opponents. Knockback angle changed (50° → [[Sakurai angle]]).}}


==Moveset==
==Moveset==
Up to date as of version 3.5.
Up to date as of version 3.6.


{|class="wikitable"
{|class="wikitable"
Line 100: Line 193:
|-
|-
!Neutral attack
!Neutral attack
| || 8% (base), 6% (tip) || Roy performs one single horizontal slash with his sword. Deals low damage and low knockback, even at the sweetspot.
| || 8% (sweetspot), 6% (sourspot) || Performs one single horizontal slash with his sword. Deals low damage and low knockback, even at the sweetspot.
|-
|-
!Forward tilt
!Forward tilt
| || 14% (base), 9% (tip) || Roy thrusts his sword forward, similar to his normal attack animation (like for many rapier-based Lords) in ''Binding Blade''. It has considerable range and power, with low start and end lag. Can be angled up or down.
| || 14% (sweetspot), 9% (sourspot) || Performs a forward stab with his sword while taking a step forward. This move is similar to his normal attack animation (like for many rapier-based Lords) in ''Binding Blade''. It has considerable range and power, with low start and end lag. Can be angled up or down.
|-
|-
!Up tilt
!Up tilt
| || 12% (base), 9% (tip) || Roy swings his sword in an arc upwards and outwards over his head towards the direction he's facing. Low start and end lag, with decent knockback.
| || 12% (sweetspot), 9% (sourspot) || Swings his sword in an arc upwards and outwards over his head towards the direction he's facing. Low start and end lag, with decent knockback.
|-
|-
!Down tilt
!Down tilt
| || 12% (base), 10% (mid), 6% (tip) ||Same as Marth's. Roy thrusts his sword low. Low start lag with moderate end lag. Has great vertical knockback, which can lead into combos. The range can also prove great during neutral game spacing and edgeguarding.
| || 12% (close), 10% (mid), 6% (far) || Identical to Marth's, Roy crouches and jabs his sword briskly at the enemy's feet. Low start lag with moderate end lag. Has great vertical knockback, which can lead into combos. The range can also prove great during neutral game [[spacing]] and [[edgeguarding]].
|-
|-
!Dash attack
!Dash attack
| || 14% (base), 10% (tip) || Same as Marth's. Roy lunges forward and slashes his sword. Somewhat moderate start and end lag. Decent knockback and can lead into combos or dash dancing.
| || 14% (sweetspot), 10% (sourspot) || Identical to Marth's, Roy lunges forward and does a quick upward sweeping diagonal slash. Has somewhat moderate startup and ending lag. This move also has decent knockback and can lead into combos or [[Dash-dance|dash dancing]].
|-
|-
!Forward smash
!Forward smash
| || {{ChargedSmashDmgSSBM|20}} (base), {{ChargedSmashDmgSSBM|13}} (tip) ||Same as Marth's. A rotating one-handed slamming sword plunge to the ground. Low start lag with moderate end lag, great range, along with extreme knockback and damage near the base of the sword. However, near the tip of the sword, the knockback and damage are severely reduced. Roy's original primary finisher like in ''Melee''.
| || {{ChargedSmashDmgSSBM|20}} (sweetspot), {{ChargedSmashDmgSSBM|13}} (sourspot) || Identical to Marth's, Roy performs a rotating one-handed slamming sword plunge to the ground. This move has low start with moderate ending lag along with great range, with extreme damage and knockback near the base of the sword. However, near the tip of the sword, the knockback and damage are severely reduced. Roy's original primary finisher like in ''Melee''.
|-
|-
!Up smash
!Up smash
|Flame Sword|| {{ChargedSmashDmgSSBM|2}} (hits 1-4), {{ChargedSmashDmgSSBM|12}} (hit 5) ({{ChargedSmashDmgSSBM|20}} total) || An upward thrust above Roy's body. Low start up lag with high end lag, and decent vertical range. It traps opponents in for great damage, and can link into combos at low percentages. The tip can spike at the very first frames of the attack, as long as it doesn't link to another part. Causes a flame effect, should it hit.
| Flame Sword || {{ChargedSmashDmgSSBM|2}} (hits 1-4), {{ChargedSmashDmgSSBM|12}} (hit 5) || Thrusts his sword skyward as it ignites in flames. This move has low start up, but high ending lag with decent vertical range. This move traps opponents in for great damage, and can link into combos at low percentages. The tip of the sword can [[spike]] enemies at the very first frames of the attack, just as long as they don't link to another part of the sword. Causes a [[flame]] effect, should it hit.
|-
|-
!Down smash
!Down smash
| || {{ChargedSmashDmgSSBM|18}}/{{ChargedSmashDmgSSBM|14}} (clean base/tip), {{ChargedSmashDmgSSBM|14}}/{{ChargedSmashDmgSSBM|10}} (late base/tip) || A low outward slashing spin around Roy's body. Low start and end lag, with decent range and knockback. More powerful near the base of the sword, and causes flame effect if it connects.
| || {{ChargedSmashDmgSSBM|18}}/{{ChargedSmashDmgSSBM|14}} (clean sweetspot/sourspot), {{ChargedSmashDmgSSBM|14}}/{{ChargedSmashDmgSSBM|10}} (late sweetspot/sourspot) || A low outward slashing spin around Roy's body. This move has low start up and ending lag, with decent range and knockback. The move's more powerful near the base of the sword, and causes a flame effect if it connects.
|-
|-
!Neutral aerial
!Neutral aerial
| || 4% (hit 1), 10% (hits 2-3) || A full outward 360° spin 4 times with his sword held in both hands. Low start and end lag, with moderate landing lag. Two attacks may link together for decent damage, with relative knockback. Causes a flame effect if it connects.
| || 4% (hit 1), 10% (hit 2) || A full outward 360° spin four times with his sword extended with both hands. Two attacks may link together for decent damage, with relative knockback. Causes a flame effect if it connects.
|-
|-
!Forward aerial
!Forward aerial
| || 12% (base), 9% (tip) || Same as Marth's. A fast swipe in front of Roy. Low start lag with somewhat moderate end lag, and moderate landing lag. Sweetspot (middle of the sword) deals more damage than the sourspot. The sourspot (near the tip of the sword) causes relatively low damage, less than that of the sweetspot; ironically, the sourspot delivers more knockback than the sweetspot, making it the only move whose sourspot is technically stronger than its sweetspot. Often a main combo tool but can still be punished if used incorrectly.
| || 12% (sweetspot), 9% (sourspot) || Identical to Marth's, Roy does a quick swipe forward. Despite the sourspot dealing relatively less damage than that of the sweetspot, it ironically delivers more horizontal knockback, making it the only move whose sourspot is technically stronger than its sweetspot. Often a main combo tool, but can still be [[Punishment|punished]] if used incorrectly.
|-
|-
!Back aerial
!Back aerial
| || 16% (base), 11% (tip) || Similar to Ike, Roy performs a quick horizontal outward slash behind him. Can turn Roy around. Very low start lag, but very high end lag, with moderate landing lag. It is a decent tool for edge-guarding and gimping, though it is somewhat more difficult to connect due to the smaller, horizontal hitbox.
| || 16% (sweetspot), 11% (sourspot) || Similar to Ike's back aerial, Roy performs a quick horizontal outward slash behind him. It is a decent tool for edgeguarding and [[gimping]], though it is somewhat more difficult to connect due to the smaller, horizontal hitbox. Like Marth's back aerial, this move turns Roy around.
|-
|-
!Up aerial
!Up aerial
| || 12% (base), 8% (tip) ||Same as Marth's. An outward upward slash, causing Roy to somersault in a delay. Moderate start lag, high end lag, and moderate landing lag. The sweetspot has been given more knockback so Roy can execute better combos. However, his sourspot has lower damage and mediocre knockback.
| || 12% (sweetspot), 8% (sourspot) || Swipes his sword upwards, front to back, in a delayed backflip. The sweetspot has been given more knockback so Roy can execute better combos and juggles. However, the sourspot has lower damage and mediocre knockback. Closely identical to Marth's up aerial, but is considerably better at juggling due to the lower knockback, at the cost of being unreliable at KOing.
|-
|-
!Down aerial
!Down aerial
| || 18% (base), 12% (mid), 9% (tip) || Same as Marth's. An outward pendulum slash downwards. It has been changed from ''Melee'' drastically. Though it retains the same start lag, its ending and landing lag has been sped up. The middle of the blade is stronger, and its power is in between those of the sourspot and sweetspot. Additionally, the sweetspot, positioned between Roy's head and his sword's hilt when the move is executed, is no longer a [[meteor smash]], but a powerful, fiery [[spike]], and its knockback has drastically been increased, making it even more dangerous. However, other than a slight increase in damage, its sourspot has barely been changed.
| || 18% (body), 12% (blade), 9% (tip) || Identical to Marth's, Roy swipes his sword below via an outward wide slash. This move has been drastically changed from ''Melee''. Though it retains the same start up, its ending and landing lag has been sped up. The middle of the blade is stronger, and its power is in between those of the sourspot and sweetspot. The sweetspot's knockback, positioned between Roy's head and his sword's hilt when the move is executed, has drastically been increased, making it better for edgeguarding. Additionally, it is no longer a [[meteor smash]], but a powerful fiery [[spike]], which means it cannot be [[meteor cancel]]ed, making it an even more dangerous move. However, other than a slight increase in damage, its sourspot has barely been changed.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
!Grab
!Grab
| || &mdash; || Roy attempts to grip to the opponent. The grab range has been noticeably increased. Low start and end lag.
| || &mdash; ||
|-
|-
!Pummel
!Pummel
| || 3% || Same as Marth's. Roy hits the opponent with his knee, causing decent damage.
| || 3% || Knees opponent.
|-
|-
!Forward throw
!Forward throw
| || 5% ||Same as Marth's. Roy throws the opponent at blinding speed. Low start and end lag, and can link into combos or chain grabs at moderate percentages. Can also lead into other attacks, like his Forward smash, for example.
| || 5% || Throws the opponent forward at blinding speed. This throw can link into combos or chain grab at moderate percentages. Can also lead into other attacks, like his forward smash, for example.
|-
|-
!Back throw
!Back throw
| || 5% ||Same as Marth's. Roy throws the opponent at blinding speed backwards. Low start and end lag, but unlike his forward throw, cannot link into combos at low percentages as easily. However, it can link into various attacks.
| || 5% || Flings the opponent behind him. Unlike his forward throw, this throw cannot link into combos at low percentages as easily. However, it can link into various attacks.
|-
|-
!Up throw
!Up throw
| || 5% ||Same as Marth's. Roy tosses the opponent upwards. Low start and end lag. Great for chaingrabs and combos.
| || 5% || Tosses the opponent upwards with one hand. Great for chaingrabs and combos.
|-
|-
!Down throw
!Down throw
| || 6% ||Same as Marth's. Roy throws the opponent down in a "V" shape. Moderate start and end lag, decent knockback and can link into his forward smash.
| || 6% || Slams the opponent onto the floor. Has decent knockback and can link into his forward smash.
|-
|-
!Floor attack (front)
!Floor attack (front)
| || 6% ||Same as Marth's. Slashes from back to front.
| || 6% || Sweeps his sword on the ground, front to back.
|-
|-
!Floor attack (back)
!Floor attack (back)
| || 6% || Same as Marth's. Slashes from back to front.
| || 6% || Performs a quick stab to the left followed by a horizontal slash to the right.
|-
|-
!Floor attack (trip)
!Floor attack (trip)
| || 5% ||Same as Marth's. Slashes from back to front.
| || 5% || Gets up and does a stab on one side followed by a horizontal slash on the other side.
|-
|-
!Edge attack (fast)
!Edge attack (fast)
| || 8% (sword), 6% (body) ||Same as Marth's. Gets up and slashes downward, similar to his Forward Smash.
| || 8% (sword), 6% (body) || Fips onto the stage with a quick diagonal slash downwards.
|-
|-
!Edge attack (slow)
!Edge attack (slow)
| || 10% ||Same as Marth's. Gets up swings his sword over his head.
| || 10% || Slowly climbs up and performs a quick horizontal slice.
|-
|-
!Neutral special
!Neutral special
| [[Flare Blade]] || 10-40%, 50% (fully charged) || Similar to Marth's [[Shield Breaker]], Roy charges his sword for a powerful overhead slash, which can cause a flame effect. The power of the attack increases the longer it is held, with an powerful explosion effect occurring if the charge is complete, which can also break shields. However, the explosion damages Roy 10% in the process.
| [[Flare Blade]] || 10-45%, 50% (fully charged) || Similar to Marth's [[Shield Breaker]], Roy holds the Binding Blade over his head before doing a powerful overhead slash, which can cause a flame effect. This move can be charged, with the damage of the attack increasing the longer the special button is held. When fully charged, Roy slams his sword on the ground and produces a powerful explosion that can break [[shield]]s and deals a ton of damage and knockback, being able to [[one-hit KO]] almost any character. However, Roy receives 10% recoil damage in the process.
|-
|-
!Side special
!Side special
| [[Double-Edge Dance]] || 5%/4% (1st hit/tip); 6%/4% (2nd hit/tip); 10%/8% (3rd hit clean/tip)(high), 7%/5% (3rd hit late/tip)(high), 10%/8% (3rd hit/tip) (mid), 3% (3rd hit 1-3)(hits 1-3)(low), 5% (3rd hit)(hit 4)(low); 11%/10% (4th hit/tip)(high), 13%/10% (4th hit/tip)(mid), 3% (4th hit)(hits 1-4)(low), 5% (4th hit)(hit 5)(low), 12% (4th hit)(back) || Roy performs a sideways slash attack, and can follow up with 3 different variations for a total of 4 strikes. He can also perform a reverse strike, attacking from the opposite direction. The third and fourth strikes have significant differences between each variation, allowing for Roy to adjust the attack based on the situation. The animations of each strike have been drastically changed, with Roy mostly holding the Sword of Seals with both hands. His 4th upward strike resembles Marth's version of Dancing Blade from ''Brawl'', and the 4th downward strike is based {{s|wikipedia|Sol Badguy}}'s Gun Flame attack ( as well as his Order-Sol/past-self's Fafnir Prototype version) from ''{{s|wikipedia|Guilty Gear}}.''
| [[Double-Edge Dance]] || Varies || A sequence of sword maneuvers with several variations based on the direction the [[control stick]] is held.
|-
|-
!Up special
!Up special
| [[Blazer]] || 5%/3% (hit 1/tip), 2% (hits 2-6), 4% (hit 7) (19%/17% total) || Roy soars upwards with his flaming sword, burning opponents within his reach. Similar to Marth's [[Dolphin Slash]], though noticeably different in that it hits multiple times, is slower, and has significant hang time, giving Roy somewhat of an advantage against impromptu [[Edge-guarding|edge-guard]] attempts. The move's animation in Project M has been modified as a reference to the Ryuuenjin (Dragon Flame Blade) used by Zero in ''[[Mega Man (universe)|Mega Man]] X4'' and Capcom's ''Vs.'' series of games.
| [[Blazer]] || 5%/3% (hit 1 sweetspot/sourspot), 2% (hits 2-6), 4% (hit 7) || Roy soars upwards with his sword engulfed in flames, burning opponents within his reach. Similar to Marth's [[Dolphin Slash]], though noticeably different in that it hits multiple times, is slower, and has significant hang time, giving Roy somewhat of an advantage against impromptu [[edge-guard]]ing attempts. The move's animation in Project M has been modified as a reference to the Ryuuenjin (Dragon Flame Blade) used by [[Zero (Mega Man)|Zero]] in ''[[Mega Man (universe)|Mega Man]] X4'' and [[Capcom]]'s ''Vs.'' series of games.
|-
|-
!Down special
!Down special
| [[Counter]] || x1.5 of countered move, 1% minimum || Roy briefly flashes while entering a stance, allowing him to counterattack within the first few frames of animation. Opponents that attack Roy will be struck back with more damage dealt to them. Moderate start lag with high end lag, and slows Roy down in mid-air. At the sweetspot, near the base, there is a chance that the opponent may go into an upside-down "V" when hit, however, this doesn't happen at the sourspot. It also causes a flame effect.
| [[Counter]] || 1.5x damage of countered move (min 1%) || Roy briefly flashes while entering a defensive stance, allowing him to counterattack within the first few frames of animation with a fiery slash. Opponents that attack Roy will be struck back with 1.5x the damage the attack would have normally dealt. Performing this move slows Roy's descent while airborne.
|-
|-
!Final Smash
!Final Smash
| [[Critical Hit]] || 20% (hit 1), 1% (hits 2-41), 20% (hit 42) (80% total) || Roy starts his attack similarly to Marth's, where he brings his blade back and charges. However, unlike Marth's version, he unleashes a large column of fire, which is strikingly similar to [[Entei]]'s Fire Spin attack. Usually a [[One-hit KO]]. Like Marth, using it in the air without any intervening terrain will cause Roy to self-destruct (which can be avoided by pressing an attack button). The Final Smash is somewhat cinematic, causing the camera to focus directly on to Roy if he connects the attack.
| [[Critical Hit]] || 20% (hit 1), 1% (hits 2-41), 20% (hit 42) || Roy starts his attack similarly to Marth's, where he brings his blade back and charges. However, unlike Marth's version, he unleashes a large column of fire, which is strikingly similar to [[Entei]]'s Fire Spin attack. Usually a [[one-hit KO]]. Like Marth, using it in the air without any intervening terrain will cause Roy to self-destruct (which can be avoided by pressing an attack button). The Final Smash is somewhat cinematic, causing the camera to focus directly on to Roy if he connects the attack.
|}
 
{|class="wikitable"
|+Double-Edge Dance
! Hit
! Damage
! Description
|-
| First Hit (Neutral) || 5% (sweetspot), 4% (sourspot) || Does a downwards slash that deals little knockback; incapable of KOing.
|-
| Second Hit (Up) || 6% (sweetspot), 4% (sourspot) || Does an upwards slash. Has a little more knockback then the first slash, but still cannot KO at high percents.
|-
| Second Hit (Neutral) || 6% (sweetspot), 4% (sourspot) || Does horizontal slash forwards. The knockback of this move has been increased from ''Melee''.
|-
| Third Hit (Up) || Clean: 9% (sweeetspot), 7% (sourspot)<br/>Late: 6% (sweetspot), 4% (sourspot) || Does a downwards vertical slash. At the beginning of the move, the attack [[meteor smash]]es opponents.
|-
| Third Hit (Neutral) || 9% (sweetspot), 7% (sourspot) || Spins once and does an upwards slash. Oddly, compared to Marth's, it has higher base knockback, but lower scaling, making it typically impossible to link together with the fourth hit at low percentages on most characters and weaker at higher percentages; despite this, it is still a powerful finisher.
|-
| Third Hit (Down) || 3% (hits 1-3), 4% (hit 4) || Stabs his sword at the ground, dealing multiple [[flame]] damage.
|-
| Fourth Hit (Up) || 10% (sweetspot), 8% (sourspot) || Does a powerful upper slash. Deals flame damage. Closely resembles Marth's upward strike from ''Brawl''.
|-
| Fourth Hit (Neutral) || 12% (sweetspot), 9% (sourspot) || Spins and swings his sword at the ground. Deals flame damage.
|-
| Fourth Hit (Down) || 3% (hits 1-5) || Holds his sword in a reverse grip and thrusts it downwards, dealing multiple flame damage. Based on {{s|wikipedia|Sol Badguy}}'s Gun Flame attack (as well as his Order-Sol self's Fafnir Prototype version) from ''{{s|wikipedia|Guilty Gear}}.''
|-
| Fourth Hit (Back) || 11% (sweetspot), 9% (sourspot) || Turns around and thrusts his sword forward.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Notable players===
*{{Sm|EclipseKirby|USA}}
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|Needs to be updated to fit these guidelines]]}}
*{{Sm|Lunchables|USA}}
*{{Flag|USA}} [[Smasher:Connor (!CDK)|Connor]] - Ranked 18th on [[PMRank 2019]].
*{{Sm|NinjaLink|USA}}
*{{Sm|Lunchables|USA}} - The best Roy player in the world while also playing Marth, Toon Link, and Meta Knight. Ranked 3rd on the [[PMRank 2023]].
*{{Sm|Sethlon|USA}}
*{{Sm|PwrUp!|USA}} - Formerly ranked #44 on [[PMRank 2022]] and ranked 9th in Washington.
*{{Sm|Shokio|USA}}
*{{Sm|Thalia|USA}} - Ranked #31 on [[PMRank 2023]] tri-maining Fox, ZSS and Roy.
*{{Sm|Smash G0D|USA}}
*{{Sm|Veka|USA}} - The best active solo Roy player. Ranked #35 on [[PMRank 2023]].
*{{Sm|Pitzer|USA}}
 
==In Solo Modes==
While Roy cannot appear as a CPU in {{SSBB|Classic Mode}}, he does appear in [[All-Star Mode]] in ''Project+'' and later versions of ''Project M''. He is fought in Stage 11 alongside {{PM|Marth}} and {{PM|Ike}}. In [[Event Match]]es, Roy replaces the opponent {{SSBB|Ganondorf}} in [[Co-Op Event 13: Blades of the Quick and Mighty]]. He also appears in a brand new [[Event 9: The Monster Beneath the Earth|Event 9]] called Clash of Swords where the player must defeat {{PM|Link}} and Roy as Ike with one stock each on {{SSBB|Battlefield}}.
<center>
<gallery>
RoyCongratulationsPM.png|[[Congratulations screen]]
</gallery>
</center>
 
==Role in [[The Subspace Emissary]]==
As Roy does not exist within the base game of [[Super Smash Bros. Brawl]], he does not play a role within the story.
Roy is instead automatically unlocked after finishing the main story in [[Project+]]. He however isn't available in Subspace naturally in Project M and older versions of Project+.
 
==Trophy==
In [[Project+]], Roy's trophy can be obtained by clearing {{SSBB|Classic Mode}} or [[All-Star]] mode. Roy's trophy replaces [[List of SSBB trophies (Fire Emblem series)#Ashnard|Ashnard]]'s trophy from ''Brawl''.
{{Trophy/Fighter
|name=Roy
|image=Roy P+ Trophy.png
|desc= The son of the lord of Pharae Principality, Roy was studying in Ostia when the Kingdom of Bern invaded League of Lycia. His father fell ill at this time, so Roy assumed leadership of Pharae's armies. After his fateful meeting with the Princess Guinevere, his destiny became inextricably linked with the fate of the entire continent.
|gamelist={{Trophy games|console1=GBA|game1=Fire Emblem: The Binding Blade}}
|game=Brawl
}}
{{clrl}}


==Alternate costumes==
==Alternate costumes==
Roy retains his costumes from ''Melee'', with the addition of two new costumes, although they were touched to match the more realistic environment of ''Brawl.''
===Project M===
Roy retains his costumes from ''Melee'', with the addition of two new costumes, although they were touched up to match the more realistic environment of ''Brawl''.


PMDT has [https://twitter.com/ProjectMGame/status/625787345514721282 confirmed] on their Twitter account that Roy will have an alternate costume based off his appearance in ''Fire Emblem: Awakening'' in the full version of 3.6.
PMDT had [https://twitter.com/ProjectMGame/status/625787345514721282 confirmed] on their Twitter account that Roy would have an alternate costume based off his appearance in ''Fire Emblem: Awakening'' in a future version of Project M. While it never made it into the mod officially, it was later released on the [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=212204 Brawl Vault].


{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[Image:Roy Palette (PM).png|frame|center|Roy's alternate costumes in PM]]
|colspan=8|[[File:Roy Palette (PM).png|frame|center|Roy's alternate costumes in ''PM'']]
|-
|-
|[[File:File-RoyHeadPM.png]]
|[[File:RoyHeadPM.png]]
|[[File:RoyHeadGreenPM.png]]
|[[File:RoyHeadGreenPM.png]]
|[[File:RoyHeadRedPM.png]]
|[[File:RoyHeadRedPM.png]]
Line 216: Line 359:
|}
|}


*'''Default''': Based off Roy's design in ''Fire Emblem: The Binding Blade'', although with a purple cape.
*'''Default''': Based on Roy's design in ''Fire Emblem: The Binding Blade'', although with a purple cape like in ''Melee''.
*'''Green''': Based off the "other" units in Fire Emblem games.
*'''Green''': Based on the "other" units in the ''Fire Emblem'' games.
*'''Red''': Based off the "enemy" units in Fire Emblem games.
*'''Red''': Based on the "enemy" units in the ''Fire Emblem'' games.
*'''Blue''': Based off the "player" unit in Fire Emblem games. This costume was touched up from ''Melee'', now matching up his appearance in ''Fire Emblem: The Binding Blade.''
*'''Blue''': Based on the "player" unit in the ''Fire Emblem'' games. This costume was touched up from ''Melee'', now matching his appearance in ''Fire Emblem: The Binding Blade''.
*'''Gold'''
*'''Gold''': Resembles [[fireemblemwiki:Bors|Bors]] from ''Fire Emblem: The Binding Blade''.
*'''Black''': A "dark" costume.
*'''Black''': Resembles [[fireemblemwiki:Galle|Galle]] from ''Fire Emblem: The Binding Blade''.
*'''Purple''': A costume added in version 3.5. The color scheme makes a reference to [[:File:RoyFireEmblemAwakening.jpg|his appearance in ''Fire Emblem: Awakening'']].
*'''Purple''': A costume added in version 3.5. The color scheme makes a reference to [[:File:Roy Awakening.png|his appearance in ''Fire Emblem: Awakening'']].
 
===Project+===
Roy receives an alternate costume based on his appearance in ''Fire Emblem Awakening'', along with recolors.
 
[[File:Roy Palette (P+).png|800px|thumb|center|Roy's alternate costumes in ''P+'']]
*'''Pink''': Resembles [[fireemblemwiki:Marcus|Marcus]] from ''Fire Emblem: The Binding Blade''.
*'''Purple''': Resembles [[fireemblemwiki:Zephiel|Zephiel]], the primary antagonist of ''Fire Emblem: The Binding Blade''.
*'''White''': Resembles [[fireemblemwiki:Zelot|Zelot]] from ''Fire Emblem: The Binding Blade''.
*'''Blue (Awakening)''': Based on Roy's design in ''Fire Emblem Awakening.''
*'''Red (Awakening)''': Based on the "enemy" units in the ''Fire Emblem'' games.
*'''Green (Awakening)''': Based on the "other" units in the ''Fire Emblem'' games.
*'''Gray (Awakening)''': Based on [[fireemblemwiki:Inigo|Inigo]] from ''Fire Emblem Awakening.''
*'''Gold (Awakening)''': Unknown.
*'''Black (Awakening)''': Unknown.
 
'''Secret costumes:'''
 
 
[[File:Roy_Beta_1_CSP_HD.png|160px]] [[File:Roy R P+.png|160px]]
 
*'''Z-Secret Costume:''' Roy's beta design.
*'''R-Secret Costume:''' Based on Roy's design in ''Fire Emblem: The Binding Blade''.
 
==Reveal trailer==
{{#widget:YouTube|id=O41m5WoH6gQ}}
 
==Gallery==
<gallery>
ROYPM01.png
ROYPM02.png
ROYPM03.png
ROYPM04.png
ROYPM05.png
ROYPM06.png
ROYPM07.png
ROYPM08.png
ROYPM09.png
ROYPM10.png
ROYPM11.png
ROYPM12.png
ROYPM13.png
MewtwoPM01.jpg
ProjectMRoyVsMewtwo.jpg
</gallery>


==Trivia==
==Trivia==
*Roy was the first Clone Engine character to be announced for Project M.
*Like Mewtwo, anything that would normally be exclusive to Roy (namely, trophies, Congratulations video and a [[Codec Conversations|codec conversation]]) reuses that of {{PM|Mario}}'s.
*Roy's SFX are of a significantly lower quality than those featured in Melee, although an [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207340 unofficial patch] proved that this was unnecessary for the official release.
**Despite this, he now has his own congratulations screen.
**In addition, when accessing [[replay]]s in ''Brawl'', Roy shows up as {{SSBB|Mario}}.
**Furthermore, clearing Classic or All-Star Mode with Roy grants the player the Roy trophy in ''Project+''.
*Unlike Mewtwo, Roy does not have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound.
*Unlike Mewtwo, Roy does not have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound.
*The voice clip from Roy's up taunt comes from one of his victory quotes in Melee.
*The voice clip from Roy's up taunt comes from one of his victory quotes in ''Melee''.
**This voice clip, while rerecorded, would go on to be used in one of {{SSB4|Roy}}'s taunts in ''Smash 4''. However, this is a coincidence.
**By pure coincidence, this voice clip (albiet re-recorded) would go on to be used in one of {{SSB4|Roy}}'s taunts in ''Smash 4''.
*Being a clone engine character, there are some slightly odd cases with Roy's voice clips during battle:
*Before ''Project+'' came to be, there were some minor oddities with Roy's voice clips during battle, distinctions shared by fellow clone engine fighter {{PM|Mewtwo}}. This is no longer the case, as they now have their own soundback with enhanced voice and sound effects. The following oddities were removed:
**Roy's voice is heard when he is in his [[Metal]] form. He shares this distinction with Mewtwo.
**Roy's voice and sound effects were of a significantly lower quality than those featured in ''Melee'', although an [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207340 unofficial patch] proved that this was unnecessary for the official release of Project M.
**Prior to the v3.6 Beta, Roy's sound effects replaced [[Duon]]'s, resulting in [http://www.youtube.com/watch?v=UHkl_8HWqG0 atypical behaviour] when fighting it. His sound effects are now shared with [[Marth_(PM)|Marth]].
**Roy's voice could be heard when he entered [[Metal]] form.
[[File:RoyCongratulationsPM.png|thumb|Roy's congratulations screen in ''Project M'']]
**Prior to Project M v3.6 Beta, Roy's sound effects replaced [[Duon]]'s, resulting in [http://www.youtube.com/watch?v=UHkl_8HWqG0 atypical behaviour] when fighting it. After 3.6, his sound effects were then shared with {{PM|Marth}}.
*Roy is still missing his sheathe, because the PMDT stated that there would be file size and clipping issues. However, [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207127 unofficial patches] exist, which do not have the filesize issues (before Brawlbox gained a model optimizer, they could have crashed) and the sheathe clips roughly as much as those of other existing characters on Project M's roster.
*As of Project +, Roy is still missing his sheathe. The PMDT's reason for this is due to file size and clipping issues; this was before later versions of BrawlBox gained a model optimizer, as importing such objects then would have caused the game to crash.
*Like {{PM|Mewtwo}}, anything that would normally be exclusive to Roy (namely, trophies and a [[Codec Conversations|codec conversation]]) is replaced with that of {{PM|Mario}}'s.
**As newer versions of BrawlBox now exist, file size and clipping issues are little to non-existent. There also exist [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207127 unofficial patches] for Roy in this scenario, which have no issues on file size whatsoever, and the sheathe clips roughly as much as those of other existing characters on Project M's roster.
**This includes his Congratulations video, but interestingly, not his congratulations screen (as he has his own).
*If Roy is under the effects of a Turbo and performs his neutral aerial right after using [[Blazer]] on a large character such as {{PM|Bowser}}, Roy will launch high up into the air. A similar situation applies to Marth.
**In addition, when accessing [[replay]]s in ''Brawl'', Roy shows up as {{SSBB|Mario}}.
*Roy is one of the only two characters to have two [[spike]]s; the other is {{PM|Donkey Kong}}. Coincidentally, they share the same falling speed.
*If Roy is under the effects of a Turbo and performs his neutral air right after using [[Blazer]] on a large character such as {{PM|Bowser}}, Roy will launch high up into the air.
*If one were to delete the custom file used for the announcer calls in ''Project M'' and select Roy in-game, it reveals to use the clip for {{SSBB|Pokémon Trainer}}. On the Sound Test, Roy's announcer selection call goes where Pokémon Trainer would go.


==External links==
==External links==
*[http://projectmgame.com/en/characters/roy Project M character page]
*[https://rukaidata.com/PM3.6/Roy/subactions/ 3.6 Frame Data]
*[http://smashboards.com/threads/roy-frame-data-3-02.349876/ Frame Data]
*[https://rukaidata.com/PM3.02/Roy/subactions/ 3.02 Frame Data]
*[https://rukaidata.com/P+/Roy/subactions/ P+ Frame Data]
*[https://www.reddit.com/r/SSBPM/comments/n0ixby/labbing_discord_results_roy/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Roy]]
[[Category:Roy]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

Latest revision as of 20:01, November 21, 2024

Roy
in Project M and Project+
PMRoy.png
PPlus Roy.png
Roy PMALT.png

FireEmblemSymbol.svg
Universe Fire Emblem
Base game appearance Melee
Moveset inspiration Roy (SSBM)
Alternate costume Awakening Roy (Project+)
Roy (PM)

Roy is a playable character in the Brawl mod Project M. After being cut from Brawl, he returns with significant buffs. In Project M, he is one of two characters that were not originally playable in Brawl, the other being Mewtwo; in Project+, he is one of three, with Knuckles being the third. Roy was the first clone engine character announced for Project M, being a clone of Marth as he was in Melee.

Jun Fukuyama's protrayal of Roy from Super Smash Bros. Melee was repurposed for Roy's appearance in Project M onwards.

Roy ranks 29th out of 41 on the official tier list, in the C tier. This is only a slight improvement in terms of tier ranking—in Melee, he is placed 21st out of 26, in the D tier—but balance in Project M is generally considered to be much better than in Melee, and Roy is far more viable and has significantly improved tournament results compared to his Melee version.

Attributes[edit]

Roy maintains the same archetype from Melee, being a nimble fighter with relatively strong and fast attacks, an uncommon combination for a lightweight. He retains many of his attributes from Melee, including a fast dash, a fast falling speed (the same as the significantly heavier Donkey Kong), and an average air speed. As a swordsman, Roy's Binding Blade gives his attacks disjointed hitboxes, allowing him to carefully space between him and his opponents. Many of his attacks were heavily buffed in his transition from Melee, becoming stronger, faster, better for comboing, easier to land due to increased reach, and better for finishing. Roy's greatest change, however, is his drastically improved aerial game (which was arguably the worst in Melee). For instance, his sweetspotted down aerial is much stronger and now a spike as opposed to a meteor smash, and his back aerial is a powerful finisher due to its significantly increased knockback.

One of the biggest flaws Roy had in Melee was his inability to combo due to his difficult-to-land attacks. As a result of their poor hitbox placements, it was very easy for Roy to land his sourspots, which caused low hitstun. This has been well addressed in Project M, as his attacks are comparably easier to land and sweetspot as a result of their increased range. Because of this, they offer more hitstun than they did in Melee. Roy's improved aerial game greatly benefits his comboing game, as he can now link multiple forward aerials consecutively and rack up damage more easily than before, and his up aerial has been strengthened, not enough to make it a reliable kill move, but enough to make it more efficient at juggling. In addition, Roy also has a very good approach due to having one of the best SHFFLs in the game due to his fast falling speed, moderately high gravity, and low short hop, coupled with his relatively low traction, giving him an above-average wavedash length.

Roy's grab game is formidable. His up throw is the 9th strongest (10th if Olimar's is counted as two due to his purple and blue Pikmin being stronger) and has great chain grabbing potential against fast fallers. Additionally, Roy can force his opponent over to the edge and execute a good edgeguarding strategy by grabbing them, forward or down throwing them, and finishing them off with either his Flare Blade or side smash.

However, Roy is not without his flaws. He retains his disjointed hitboxes' primary flaw from Melee: the poor hitbox placements, as the tipper hitboxes of most attacks (neutral aerial and up smash are a few exceptions), retain their roles as the sourspots of his attacks, meaning that Roy is still forced to come up close to his opponents in order to be most efficient. However, because they are easier to land as a result of their increased range, this flaw does not adversely affect Roy nearly as much as it did in Melee. Roy's primary flaws, however, are his susceptibility to combos despite his light weight, due to his fast falling speed, which also exacerbates his poor and easily gimped recovery, his other major flaw. On the upside, Roy can aid his recovery by using his side special, the Double-Edge Dance, as the first hit grants him slightly more vertical distance and longer airborne time. Also, his fast falling speed enhances his vertical endurance, making him moderately difficult to KO vertically. Despite this, Roy's vertical endurance is only average relative to the cast (18th overall, which is relatively worse than in Melee) due to being lighter than many other characters. In conclusion, Roy can be considered a rush-down glass cannon like the space animals, because while he possesses devastatingly powerful attacks in his repertoire in addition to an effective combo game, his survivability is below average due to being an easy-to-combo lightweight with a lackluster recovery.

Overall, thanks to the buffs he received, his combo game and overall power have been improved significantly, thus making him be a more formidable fighter than he was before in Melee.

Changes from Melee to PM[edit]

Roy performing his new forward tilt (angled diagonally upward).

Roy has been heavily buffed from Melee to PM and has been reworked to be more of a semi-clone of Marth, rather than a clone, in terms of animations and attack functions. In addition, his buffs have increased his overall KO potential and made him become on par Marth as opposed to weaker.

Aesthetics[edit]

  • Change Roy's up taunt involves him pointing his sword forward while saying "僕は負けない!" (I won't lose!).
  • Change Side taunt involves him pointing his sword up, then swinging it across his body, and pointing it behind him, identical to his father Eliwood's pre-critical animation as a Lord in Fire Emblem (The Blazing Blade).
  • Change For his on-screen appearance, Roy comes onto the stage with a magic warp circle similar fashion to Marth's, but strikes a different pose (same as his Taunt from Melee) and shouts "Hee-ya!".

Attributes[edit]

  • Buff A majority of Roy's attacks involving his sword have more reach.
  • Buff While still incredibly weak compared to the sweetspot, a majority of Roy's sourspotted attacks are overall stronger than in Melee.
  • Buff Roy walks faster (1.2 → 1.4)
  • Buff Jump lag reduced by 1 frame (frame 5 → 4) allowing a slightly faster SHFFL and wavedash, improving his mobility and approach.
  • Buff Roy jumps slightly higher (2.6 → 2.714).

Ground Attacks[edit]

  • Buff Neutral attack deals more damage (6%/5%/3% → 8%/6%), and has increased knockback (60 growth → 66 (sweetspot), 5 base/60 growth → 30/66).
  • Change The sourspot of neutral attack no longer sends opponents at a Sakurai angle (361° → 70°).
  • Buff Roy has a new forward tilt; a quick, long-ranged stab, based off of Roy's attack animation as a Lord in Fire Emblem: The Binding Blade. The new forward tilt has significantly increased reach, less start-up (frame 9 → 8), less ending lag (IASA 40 → 38), deals more damage (12%/10%/7% → 14%/9%), can be angled, and now deals extra shield damage (0 → 4), drastically improving its utility. The sourspot also has more base knockback (30 → 60).
  • Change The sourspot of forward tilt no longer sends opponents at a Sakurai angle (361° → 60°).
  • Buff Up tilt deals increased damage (10%/9%/8%/6% → 12%/9%) has less start-up with a longer duration (frame 7-13 → 6-13), less ending lag (IASA 40 → 34) and has much more reach around Roy with better hitbox placements. The sourspot also now sends opponents at a vertical angle (361° → 100°/90°), increasing its combo potential. The move also starts from his back (the opposite of Marth's), allowing to quickly repel opponents that manage to cross him up.
  • Nerf The sweetspot of up tilt has less knockback growth (120/118/116 → 100).
  • Change The sourspot of up tilt has altered knockback (20 (base)/100 (growth) → 35/67).
  • Buff Dash attack's deals more damage (12%/6% → 14%/10%), has increased reach, and a faster animation that matches its hitbox duration. It can also now be cancelled into a DACUS; this further improves his mobility and is an additional approaching option. The sourspot also has more base knockback (35 → 70).
  • Nerf Dash attack has more start-up (frame 12 → 13), and the sweetspot has less knockback growth (55 → 47).
  • Change The sourspot of dash attack no longer sends opponents at a Sakurai angle (361° → 100°).
  • Buff Forward smash has less start-up (frame 12 → 11) and ending lag (IASA 54 → 53). The sourspot also deals more damage (12% → 13%), and more favorable knockback (30 base/65 growth → 80/20).
  • Buff Up smash deals more damage if all hits connect (16.56% → 20%) due to the changes to stale move negation and the final hit dealing more damage (10% → 12%). It also has less ending lag (IASA 46 → 45).
  • Nerf The final hit of up smash has less knockback growth (90 → 80).
  • Buff Roy has a new down smash; a spinning sword sweep. It has much less ending lag (IASA 72 → 61) and has increased knockback growth on both hits (70/68 → 82/77), giving it much better utility than his previous one. The sourspot of the back hit also deals more damage (8% → 10%).
  • Nerf Both hits of sweetspotted down smash deal less damage (21%/16% → 18%14%), and the move cannot hit opponents on ledges as reliably.
  • Change Down smash now has a flame effect.

Aerial Attacks[edit]

  • Buff All aerials deal more damage (4% (hit 1)/8%/6% (hit 2) → 4%/10% (neutral), 8%/5% → 12%/9% (forward), 9%/6% → 16%/11% (back), 9%/6% →12%/8% (up), 9%/6% → 12%/18%/9% (down)).
  • Buff Except up aerial, all aerials have increased Interruptibility (frame 50 → 49 (neutral), frame 35 → 33 (forward), frame 43 → 41 (back), frame 64 → 48 (down)).
  • Buff Neutral aerial has an altered animation. Roy now does a full outward 360° spin four times with his sword extended with both hands. The new animation has longer reach, covering both in front and behind Roy during both hits, and both hits of the move have less start-up with a longer duration (frame 7-8 (hit 1)/17-20 (hit 2) → 6-11 (hit 1)/13-25 (hit 2)).
  • Nerf Neutral aerial auto-cancels later (frame 32 → 35).
  • Change Neutral aerial now has a flame effect on the second hit.
  • Buff Forward aerial has a longer duration (2 frames → 3), and autocancels earlier (frame 35 → 28).
  • Buff Forward aerial deals more knockback overall (30 base/70 growth (sweetspot) → 40/50, 10 base/70 growth (sourspot) → 30/65), and has more favorable knockback angles (361° (both) → 50° (sweetspot)/45° (sourspot)), increasing their combo and KO potentials.
  • Buff Back aerial has an altered animation. Roy now does a turn-around horizontal slash rather than an inward one, similar to Ike's back aerial. It has less start-up with a longer duration (frame 8-10 → 7-11), and deals more knockback (30/10 (base)/70 (growth) → 20 (base)/100/70 (growth)). Combined with its increased damage output, this significantly increases back aerial's KO potential.
  • Change Back aerial's altered animation increases it horizontal reach, but decreases its vertical reach.
  • Buff Up aerial has more favorable knockback (20/10 (base)/70 (growth) → 45/30 (base)/40 (growth)). Combined with its increased damage output, this increases its juggling potential.
  • Buff Down aerial has less landing lag (32/16 → 25/12), and its meteor sweetspot is now a spike instead of a meteor smash (270° → 281°). Combined with its doubled damage output, this makes it drastically more powerful despite its decreased knockback growth (70 → 60). It also has a larger and more favorably placed hitbox, now located between Roy's head and the base of his blade, making it easier to land and combo into. Non-spike sweetspot and sourspot hitboxes of down air additionally deal less knockback (40 (base)/70 (growth) → 30/60), and have altered angles (361°/90° → 90°/37°), increasing their combo potentials.
  • Change The spike sweetspot of down air now has a flame effect.

Grabs and Throws[edit]

  • Buff Grab range increased.
  • Change All throws have altered angles (45° → 50° (forward), 117° → 45° (back), 97° → 83° (up), 120° → 60° (down)), though in the case of back and down throw, they still send opponents behind Roy.
  • Change Back throw has more knockback growth (45 → 70). This increases its edgeguarding potential, but hinders is followup potential.

Special Moves[edit]

  • Buff Flare Blade deals more damage when uncharged (6% → 10%), improving its KO potential.
  • Buff Double-Edge Dance was improved significantly:
    • Buff 3rd variation's sourspot deals slightly more damage.
    • Buff 4th variation can be reversed and is a stabbing move that deals strong knockback.
    • Buff 3rd up variation sourspot deals much higher damage.
    • Buff 3rd down variation deals slightly higher damage and now has major gimping potential.
    • Buff 4th variation has more vertical range while the sourspot does more damage.
    • Buff 4th down variation hits better, and deals more knockback.
    • Buff 4th up variation now inflicts vertical instead of horizontal knockback, and has faster startup.
  • Change All variations of Double-Edge Dance's 3rd and 4th have new animations.
  • Buff Blazer deals much more damage and now has more reliable knockback. Additionally, the very last hitbox of the move no longer inflicts set knockback. Also, at the height of the jump Roy can grab the ledge when he is facing away from it, similar to Falcon Dive and Dark Dive.
  • Buff Counter has more favorable knockback (30 (base)/90/70 (growth) → 90 (base)/40 (growth)), making it safer when countering weaker moves, while still being able to KO when countering stronger moves. The counter itself additionally has a larger hit radius, now properly covering Roy's feet.
  • Change Roy no longer says "そこ!" ("There!") when he counters an attack.

Changes from PM to P+[edit]

Aesthetics[edit]

  • Change Roy's Awakening recolor has been replaced by the actual costume that was originally intended to appear in Project M. This costume comes with recolors for Teams.
  • Change Roy no longer shares Marth's soundbank, and now has his own. This removes related bugs and oddities from Project M.
  • Change “Soko!” added back as an option for counter’s voice clips.
  • Change Roy now has an additional idle animation.
  • Change Roy's visual effects related to his sword swing were fixed.

Attribute[edit]

  • Change Wall Jump Horizontal Velocity: 1.3 > 1.0

Ground attacks[edit]

Forward tilt

  • Nerf Sweet spot damage: 14 > 13 (No KB Comp)
  • Change Sour spot: 60 BKB > 40 BKB, 70 KBG > 80 KBG
  • Buff Sweet spot now takes priority over sour spot
  • Change Angling Up/Down now increases/decreases damage by 1%

Down tilt

  • Buff Can now shield during interruptible frames

Forward smash

  • Change No longer reverse hits
  • Buff Sword hitbox placement now matches Marth's fsmash

Down smash

  • Buff Sweet spot Initial hit KBG: 82 > 85
  • Buff Sweet spot lingering hit KBG: 77 > 80
  • Nerf Sour spot KBG: 100 > 95

Aerial attacks[edit]

Back aerial

  • Buff Reverted Sweetspot to v3.5 Angle: 361 > 50

Up aerial

  • Buff Sweet spot priority on up air reworked, the inner body hitbox now takes priority over the tip sour spot (tip still has priority over sword/hilt hitboxes)

Throw[edit]

Down throw

  • Change Release point and throw animation adjusted to resemble Melee

Special moves[edit]

Flare Blade

  • Change When nearly fully charged (flashing white), press A to activate a ranged critical strike!

Double-Edge Dance

  • Buff All variations except for xxV and the 4th swings

Hitlag Multiplier: x1 > x0.9

  • Buff xxV (3rd swing down)

Hitlag Multiplier: x1 > x0.75 (repeating hits only)

  • Buff xxx^ (4th swing up)

Damage 10/8 > 11/9 (No KB Compensation)

  • Buff xxV & xxxV (3rd & 4th swings down)

SDI Multiplier: x1 > x0.75 (repeating hits only)

Blazer

  • Change Ledge grab box changed to match v3.5
  • Buff Landing Lag 30 > 24
  • Buff Distance 1.1 > 1.14

Counter

  • Change Link's bombs no longer bounce off of Roy’s Counter
  • Buff Intangibility frames on attack increased by 1 to fully cover active hitbox frames

Revisions[edit]

v3.01[edit]

  • Buff Grab release animation sped up to avoid potential grab release combos or re-grabs.
  • Change Forward aerial landing lag and L-canceled landing lag matched to Melee.
  • Bug fix Some of Double-Edge Dance's sword swings could whiff when it looked like they hit, this has been fixed.
  • Bug fix New Final Smash doesn't use time manipulation anymore and has been fixed up in general to be less buggy.
  • Buff Model optimized to no longer cause significant lag.

v3.5[edit]

  • Buff Counter now properly covers Roy's feet after activation.
  • Buff Slow walk speed slightly increased.
  • Buff Double Edge Dance can now clank with projectiles and other moves (except for Down Four, which also can no longer be absorbed).
  • Buff Down aerial sweetspot now spikes.
  • Nerf Up aerial landing lag increased.
  • Nerf Dash grab range decreased.
  • Change Double Edge Dance frame data now matches Melee.
  • Change Sword Swing sounds now match Melee (using 3.5's revamp of Roy's previous Melee swings).

v3.6[edit]

Beta

  • Change AI is now more intelligent when using Roy.
  • Nerf Down tilt's tip's base knockback was reduced (90 → 70).
  • Nerf Down aerial deals less knockback (40 (base)/70 (growth) → 30/60).

Full

  • Change Roy's voice clips are more audible. His sounds were also adjusted to be different from Marth.
  • Buff Back aerial animation tweaked, making it easier to hit and/or sweetspot opponents. Knockback angle changed (50° → Sakurai angle).

Moveset[edit]

Up to date as of version 3.6.

Name Damage Description
Neutral attack 8% (sweetspot), 6% (sourspot) Performs one single horizontal slash with his sword. Deals low damage and low knockback, even at the sweetspot.
Forward tilt 14% (sweetspot), 9% (sourspot) Performs a forward stab with his sword while taking a step forward. This move is similar to his normal attack animation (like for many rapier-based Lords) in Binding Blade. It has considerable range and power, with low start and end lag. Can be angled up or down.
Up tilt 12% (sweetspot), 9% (sourspot) Swings his sword in an arc upwards and outwards over his head towards the direction he's facing. Low start and end lag, with decent knockback.
Down tilt 12% (close), 10% (mid), 6% (far) Identical to Marth's, Roy crouches and jabs his sword briskly at the enemy's feet. Low start lag with moderate end lag. Has great vertical knockback, which can lead into combos. The range can also prove great during neutral game spacing and edgeguarding.
Dash attack 14% (sweetspot), 10% (sourspot) Identical to Marth's, Roy lunges forward and does a quick upward sweeping diagonal slash. Has somewhat moderate startup and ending lag. This move also has decent knockback and can lead into combos or dash dancing.
Forward smash 20% (sweetspot), 13% (sourspot) Identical to Marth's, Roy performs a rotating one-handed slamming sword plunge to the ground. This move has low start with moderate ending lag along with great range, with extreme damage and knockback near the base of the sword. However, near the tip of the sword, the knockback and damage are severely reduced. Roy's original primary finisher like in Melee.
Up smash Flame Sword 2% (hits 1-4), 12% (hit 5) Thrusts his sword skyward as it ignites in flames. This move has low start up, but high ending lag with decent vertical range. This move traps opponents in for great damage, and can link into combos at low percentages. The tip of the sword can spike enemies at the very first frames of the attack, just as long as they don't link to another part of the sword. Causes a flame effect, should it hit.
Down smash 18%/14% (clean sweetspot/sourspot), 14%/10% (late sweetspot/sourspot) A low outward slashing spin around Roy's body. This move has low start up and ending lag, with decent range and knockback. The move's more powerful near the base of the sword, and causes a flame effect if it connects.
Neutral aerial 4% (hit 1), 10% (hit 2) A full outward 360° spin four times with his sword extended with both hands. Two attacks may link together for decent damage, with relative knockback. Causes a flame effect if it connects.
Forward aerial 12% (sweetspot), 9% (sourspot) Identical to Marth's, Roy does a quick swipe forward. Despite the sourspot dealing relatively less damage than that of the sweetspot, it ironically delivers more horizontal knockback, making it the only move whose sourspot is technically stronger than its sweetspot. Often a main combo tool, but can still be punished if used incorrectly.
Back aerial 16% (sweetspot), 11% (sourspot) Similar to Ike's back aerial, Roy performs a quick horizontal outward slash behind him. It is a decent tool for edgeguarding and gimping, though it is somewhat more difficult to connect due to the smaller, horizontal hitbox. Like Marth's back aerial, this move turns Roy around.
Up aerial 12% (sweetspot), 8% (sourspot) Swipes his sword upwards, front to back, in a delayed backflip. The sweetspot has been given more knockback so Roy can execute better combos and juggles. However, the sourspot has lower damage and mediocre knockback. Closely identical to Marth's up aerial, but is considerably better at juggling due to the lower knockback, at the cost of being unreliable at KOing.
Down aerial 18% (body), 12% (blade), 9% (tip) Identical to Marth's, Roy swipes his sword below via an outward wide slash. This move has been drastically changed from Melee. Though it retains the same start up, its ending and landing lag has been sped up. The middle of the blade is stronger, and its power is in between those of the sourspot and sweetspot. The sweetspot's knockback, positioned between Roy's head and his sword's hilt when the move is executed, has drastically been increased, making it better for edgeguarding. Additionally, it is no longer a meteor smash, but a powerful fiery spike, which means it cannot be meteor canceled, making it an even more dangerous move. However, other than a slight increase in damage, its sourspot has barely been changed.
Grab
Pummel 3% Knees opponent.
Forward throw 5% Throws the opponent forward at blinding speed. This throw can link into combos or chain grab at moderate percentages. Can also lead into other attacks, like his forward smash, for example.
Back throw 5% Flings the opponent behind him. Unlike his forward throw, this throw cannot link into combos at low percentages as easily. However, it can link into various attacks.
Up throw 5% Tosses the opponent upwards with one hand. Great for chaingrabs and combos.
Down throw 6% Slams the opponent onto the floor. Has decent knockback and can link into his forward smash.
Floor attack (front) 6% Sweeps his sword on the ground, front to back.
Floor attack (back) 6% Performs a quick stab to the left followed by a horizontal slash to the right.
Floor attack (trip) 5% Gets up and does a stab on one side followed by a horizontal slash on the other side.
Edge attack (fast) 8% (sword), 6% (body) Fips onto the stage with a quick diagonal slash downwards.
Edge attack (slow) 10% Slowly climbs up and performs a quick horizontal slice.
Neutral special Flare Blade 10-45%, 50% (fully charged) Similar to Marth's Shield Breaker, Roy holds the Binding Blade over his head before doing a powerful overhead slash, which can cause a flame effect. This move can be charged, with the damage of the attack increasing the longer the special button is held. When fully charged, Roy slams his sword on the ground and produces a powerful explosion that can break shields and deals a ton of damage and knockback, being able to one-hit KO almost any character. However, Roy receives 10% recoil damage in the process.
Side special Double-Edge Dance Varies A sequence of sword maneuvers with several variations based on the direction the control stick is held.
Up special Blazer 5%/3% (hit 1 sweetspot/sourspot), 2% (hits 2-6), 4% (hit 7) Roy soars upwards with his sword engulfed in flames, burning opponents within his reach. Similar to Marth's Dolphin Slash, though noticeably different in that it hits multiple times, is slower, and has significant hang time, giving Roy somewhat of an advantage against impromptu edge-guarding attempts. The move's animation in Project M has been modified as a reference to the Ryuuenjin (Dragon Flame Blade) used by Zero in Mega Man X4 and Capcom's Vs. series of games.
Down special Counter 1.5x damage of countered move (min 1%) Roy briefly flashes while entering a defensive stance, allowing him to counterattack within the first few frames of animation with a fiery slash. Opponents that attack Roy will be struck back with 1.5x the damage the attack would have normally dealt. Performing this move slows Roy's descent while airborne.
Final Smash Critical Hit 20% (hit 1), 1% (hits 2-41), 20% (hit 42) Roy starts his attack similarly to Marth's, where he brings his blade back and charges. However, unlike Marth's version, he unleashes a large column of fire, which is strikingly similar to Entei's Fire Spin attack. Usually a one-hit KO. Like Marth, using it in the air without any intervening terrain will cause Roy to self-destruct (which can be avoided by pressing an attack button). The Final Smash is somewhat cinematic, causing the camera to focus directly on to Roy if he connects the attack.
Double-Edge Dance
Hit Damage Description
First Hit (Neutral) 5% (sweetspot), 4% (sourspot) Does a downwards slash that deals little knockback; incapable of KOing.
Second Hit (Up) 6% (sweetspot), 4% (sourspot) Does an upwards slash. Has a little more knockback then the first slash, but still cannot KO at high percents.
Second Hit (Neutral) 6% (sweetspot), 4% (sourspot) Does horizontal slash forwards. The knockback of this move has been increased from Melee.
Third Hit (Up) Clean: 9% (sweeetspot), 7% (sourspot)
Late: 6% (sweetspot), 4% (sourspot)
Does a downwards vertical slash. At the beginning of the move, the attack meteor smashes opponents.
Third Hit (Neutral) 9% (sweetspot), 7% (sourspot) Spins once and does an upwards slash. Oddly, compared to Marth's, it has higher base knockback, but lower scaling, making it typically impossible to link together with the fourth hit at low percentages on most characters and weaker at higher percentages; despite this, it is still a powerful finisher.
Third Hit (Down) 3% (hits 1-3), 4% (hit 4) Stabs his sword at the ground, dealing multiple flame damage.
Fourth Hit (Up) 10% (sweetspot), 8% (sourspot) Does a powerful upper slash. Deals flame damage. Closely resembles Marth's upward strike from Brawl.
Fourth Hit (Neutral) 12% (sweetspot), 9% (sourspot) Spins and swings his sword at the ground. Deals flame damage.
Fourth Hit (Down) 3% (hits 1-5) Holds his sword in a reverse grip and thrusts it downwards, dealing multiple flame damage. Based on Sol Badguy's Gun Flame attack (as well as his Order-Sol self's Fafnir Prototype version) from Guilty Gear.
Fourth Hit (Back) 11% (sweetspot), 9% (sourspot) Turns around and thrusts his sword forward.

In competitive play[edit]

Notable players[edit]

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In Solo Modes[edit]

While Roy cannot appear as a CPU in Classic Mode, he does appear in All-Star Mode in Project+ and later versions of Project M. He is fought in Stage 11 alongside Marth and Ike. In Event Matches, Roy replaces the opponent Ganondorf in Co-Op Event 13: Blades of the Quick and Mighty. He also appears in a brand new Event 9 called Clash of Swords where the player must defeat Link and Roy as Ike with one stock each on Battlefield.

Role in The Subspace Emissary[edit]

As Roy does not exist within the base game of Super Smash Bros. Brawl, he does not play a role within the story. Roy is instead automatically unlocked after finishing the main story in Project+. He however isn't available in Subspace naturally in Project M and older versions of Project+.

Trophy[edit]

In Project+, Roy's trophy can be obtained by clearing Classic Mode or All-Star mode. Roy's trophy replaces Ashnard's trophy from Brawl.

Roy trophy
Roy
The son of the lord of Pharae Principality, Roy was studying in Ostia when the Kingdom of Bern invaded League of Lycia. His father fell ill at this time, so Roy assumed leadership of Pharae's armies. After his fateful meeting with the Princess Guinevere, his destiny became inextricably linked with the fate of the entire continent.
GB Advance: Fire Emblem: The Binding Blade

Alternate costumes[edit]

Project M[edit]

Roy retains his costumes from Melee, with the addition of two new costumes, although they were touched up to match the more realistic environment of Brawl.

PMDT had confirmed on their Twitter account that Roy would have an alternate costume based off his appearance in Fire Emblem: Awakening in a future version of Project M. While it never made it into the mod officially, it was later released on the Brawl Vault.

Roy's alternate costumes in PM
RoyHeadPM.png RoyHeadGreenPM.png RoyHeadRedPM.png RoyHeadBluePM.png RoyHeadYellowPM.png RoyHeadBlackPM.png RoyHeadPurplePM.png
  • Default: Based on Roy's design in Fire Emblem: The Binding Blade, although with a purple cape like in Melee.
  • Green: Based on the "other" units in the Fire Emblem games.
  • Red: Based on the "enemy" units in the Fire Emblem games.
  • Blue: Based on the "player" unit in the Fire Emblem games. This costume was touched up from Melee, now matching his appearance in Fire Emblem: The Binding Blade.
  • Gold: Resembles Bors from Fire Emblem: The Binding Blade.
  • Black: Resembles Galle from Fire Emblem: The Binding Blade.
  • Purple: A costume added in version 3.5. The color scheme makes a reference to his appearance in Fire Emblem: Awakening.

Project+[edit]

Roy receives an alternate costume based on his appearance in Fire Emblem Awakening, along with recolors.

Roy's alternate costumes in P+
  • Pink: Resembles Marcus from Fire Emblem: The Binding Blade.
  • Purple: Resembles Zephiel, the primary antagonist of Fire Emblem: The Binding Blade.
  • White: Resembles Zelot from Fire Emblem: The Binding Blade.
  • Blue (Awakening): Based on Roy's design in Fire Emblem Awakening.
  • Red (Awakening): Based on the "enemy" units in the Fire Emblem games.
  • Green (Awakening): Based on the "other" units in the Fire Emblem games.
  • Gray (Awakening): Based on Inigo from Fire Emblem Awakening.
  • Gold (Awakening): Unknown.
  • Black (Awakening): Unknown.

Secret costumes:


Roy Beta 1 CSP HD.png Roy R P+.png

  • Z-Secret Costume: Roy's beta design.
  • R-Secret Costume: Based on Roy's design in Fire Emblem: The Binding Blade.

Reveal trailer[edit]

Gallery[edit]

Trivia[edit]

  • Like Mewtwo, anything that would normally be exclusive to Roy (namely, trophies, Congratulations video and a codec conversation) reuses that of Mario's.
    • Despite this, he now has his own congratulations screen.
    • In addition, when accessing replays in Brawl, Roy shows up as Mario.
    • Furthermore, clearing Classic or All-Star Mode with Roy grants the player the Roy trophy in Project+.
  • Unlike Mewtwo, Roy does not have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound.
  • The voice clip from Roy's up taunt comes from one of his victory quotes in Melee.
    • By pure coincidence, this voice clip (albiet re-recorded) would go on to be used in one of Roy's taunts in Smash 4.
  • Before Project+ came to be, there were some minor oddities with Roy's voice clips during battle, distinctions shared by fellow clone engine fighter Mewtwo. This is no longer the case, as they now have their own soundback with enhanced voice and sound effects. The following oddities were removed:
    • Roy's voice and sound effects were of a significantly lower quality than those featured in Melee, although an unofficial patch proved that this was unnecessary for the official release of Project M.
    • Roy's voice could be heard when he entered Metal form.
    • Prior to Project M v3.6 Beta, Roy's sound effects replaced Duon's, resulting in atypical behaviour when fighting it. After 3.6, his sound effects were then shared with Marth.
  • As of Project +, Roy is still missing his sheathe. The PMDT's reason for this is due to file size and clipping issues; this was before later versions of BrawlBox gained a model optimizer, as importing such objects then would have caused the game to crash.
    • As newer versions of BrawlBox now exist, file size and clipping issues are little to non-existent. There also exist unofficial patches for Roy in this scenario, which have no issues on file size whatsoever, and the sheathe clips roughly as much as those of other existing characters on Project M's roster.
  • If Roy is under the effects of a Turbo and performs his neutral aerial right after using Blazer on a large character such as Bowser, Roy will launch high up into the air. A similar situation applies to Marth.
  • Roy is one of the only two characters to have two spikes; the other is Donkey Kong. Coincidentally, they share the same falling speed.
  • If one were to delete the custom file used for the announcer calls in Project M and select Roy in-game, it reveals to use the clip for Pokémon Trainer. On the Sound Test, Roy's announcer selection call goes where Pokémon Trainer would go.

External links[edit]