Super Smash Bros. 4

Roy (SSB4): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (Changed a small detail.)
No edit summary
 
Line 1: Line 1:
{{ArticleIcons|ssb4=y|protected=preemptive}}
{{ArticleIcons|ssb4=y}}
{{disambig2|Roy's appearance in Super Smash Bros. 4|the character in other contexts|Roy}}
{{Disambig2|Roy's appearance in ''[[Super Smash Bros. 4]]''|the character in other contexts|Roy}}
:''For information on the playable [[Koopaling]], please see [[Bowser Jr. (SSB4)]].
:''For information on the playable [[Koopaling]], see [[Bowser Jr. (SSB4)]].
{{Infobox Character
{{Infobox Character
|name = Roy
|name = Roy
Line 7: Line 7:
|game = SSB4
|game = SSB4
|ssbgame1 = SSBM
|ssbgame1 = SSBM
|availability = [[DLC|Downloadable]]
|ssbgame2 = SSBU
|availability = [[Downloadable content (SSB4)|Downloadable]]
|tier = E
|ranking = 41
}}
}}
:{{cquote|Roy Seals the Deal!|cite=Introduction tagline}}
:{{Cquote|''Roy Seals the Deal!''|cite=Introduction tagline}}
'''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is a playable character in ''[[Super Smash Bros. 4]]'' as the third [[downloadable content|downloadable character]]. First [[Leak#Roy and Ryu data|leaked]] through datamining of the 1.0.6 update, Roy would [http://www.reddit.com/r/smashbros/comments/39opwc/roy_and_ryu_confirmed_for_smash/ ultimately be revealed] and was released alongside {{SSB4|Lucas}} and {{SSB4|Ryu}} on June 14th, 2015. Roy is also the third of three ''[[Super Smash Bros. Melee]]'' characters that were cut from ''[[Super Smash Bros. Brawl]]'' to return for ''Super Smash Bros. 4'', after {{SSB4|Dr. Mario}} and {{SSB4|Mewtwo}}.
'''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is a playable character in ''[[Super Smash Bros. 4]]''. Initially [[Leak#Roy and Ryu data|leaked]] via data mining of update [[1.0.6]],<ref>[http://www.ign.com/articles/2015/06/13/ryu-and-roy-for-smash-bros-leaked Ryu and Roy for Smash Bros. Wii U, 3DS Leaked]</ref> Roy was formally announced alongside {{SSB4|Ryu}} during a [[Nintendo Direct]] on June 14th, 2015, and was made available that same day as [[Downloadable content (SSB4)|downloadable content]] alongside {{SSB4|Lucas}} and Ryu.<ref>[https://www.youtube.com/watch?v=WWM-SCjIuNg Super Smash Bros. for Nintendo 3DS / Wii U - New Content Approaching 6.14.15]</ref> {{s|wikipedia|Jun Fukuyama}} reprises his role as Roy's voice actor from ''[[Super Smash Bros. Melee]]'', providing new voice clips that mimic the ones he recorded in the game.<ref>[https://www.sourcegaming.info/2015/06/25/ryu-roy-and-lucas-join-the-battle-sakurai-famitsu-column-vol-481/ Ryu, Roy, and Lucas join the battle!]</ref> Roy, {{SSB4|Marth}}, [[Takamaru]], the [[Prince of Sablé]], and {{SSB4|Cloud}} are the only characters that speak Japanese in every regional version of ''SSB4''.


Roy is once again voiced by Jun Fukuyama, who reprises his role from ''Melee'', mimicking some of his voice clips from ''Melee'' as well as providing some new voice clips. Like in ''Melee'', Roy speaks Japanese regardless of the game's region, as with {{SSB4|Marth}}.
Roy is ranked 41st out of 54 on the [[tier list]], placing him in the E tier. This is a slight improvement to his low-tier placement in ''Melee'', where he was ranked 21st out of 26. However, due to ''SSB4''{{'}}s tier structure, Roy is actually rendered as a mid-tier character.
 
Roy boasts good overall mobility and attack speed, owing to very fast [[dash]]ing and [[air speed]]s, alongside fast-starting attacks that allow him to quickly react to openings. When coupled with the [[fireemblemwiki:Binding Blade (weapon)|Binding Blade]]'s highly damaging sweetspots, which are close to its hilt, he boasts impressive power and a number of strong KOing options at close range.
 
He also benefits from gameplay changes brought about by ''SSB4'': the [[rage]] mechanic supplements his strong sweetspotted attacks, the changes to hitstun and shieldstun make his sweetspots significantly safer on hit, while the updated edge mechanics improve his recovery. Roy also has a varied combo game that is difficult to predict and grants him above average damage racking potential, with reliable combo starters from low to medium percents including forward and down throw, neutral attack, neutral and up aerial, and [[Double-Edge Dance]].
 
Roy, however, is strongly held back by a poor approach, owing to his slow [[air acceleration]] and unsafe aerials that cannot [[autocancel]] in a [[short hop]]. On a related note, Roy is ineffective at spacing: despite having disjointed range, the Binding Blade's inconvenient sourspots force him to space his sweetspotted attacks dangerously close to opponents.
 
Roy's combo game is also flawed: his sweetspotted moves are ineffective at performing lengthy combos past medium percents, while his forward, back and down throws are heavily reliant on reads because of their very low hitstun. Finally, Roy suffers from a poor recovery: [[Blazer]] is predictable and covers very minimal vertical distance, while his very fast [[falling speed]] not only hinders his recovery, but also makes him susceptible to combos.
 
Due to the above factors, Roy has attained below-average tournament representation. Despite this, he has achieved some degree of competitive success, thanks to the likes of players such as {{Sm|Hyper Kirby}}, {{Sm|Flow}}, and {{Sm|Cloudy}}.


==Attributes==
==Attributes==
Roy's moveset is mostly based off {{SSB4|Marth}} and his other clone, {{SSB4|Lucina}}. However, instead of having a single different mechanic (eg. Lucina's non-tipper sword), Roy has a number of different attributes as well: he has a significantly higher falling speed (tied for 5th fastest), faster air (tied with Wario for 3rd fastest) and dashing speeds (9th fastest), more weight, and most significantly, a reversed tipper mechanic which makes his sword deal more damage when up close and less from afar. He also has different animations on many of his moves, improving his attack's consistency with connecting compared to ''Melee''. This makes him more of a semi-clone than Lucina and Marth, who both have almost identical playstyles.
[[File:RoyMarthComparison.jpeg|400px|thumb|Roy and {{SSB4|Marth}} performing their forward smash attacks. Note that the sweetspot is highlighted by the trail left by their swords: Roy's [[fireemblemwiki:Binding Blade (weapon)|Binding Blade]] is strongest near its hilt, whereas Marth's {{s|fireemblemwiki|Falchion}} is strongest at its blade's tip.]]
 
Unlike in ''Melee'', Roy is a [[semi-clone]] of {{SSB4|Marth}}, although he retains the attributes that differentiate the two. Compared to Marth, Roy sports the eleventh fastest [[dash]]ing speed, the fourth fastest [[air speed]], and the fifth fastest [[falling speed]] (7, 23, and 30 spots higher, respectively), alongside being 5 units [[Weight|heavier]] than Marth. Conversely, Roy [[walk]]s significantly slower, being only above-average compared to Marth, while his [[air acceleration]] is among the bottom five. Finally, Roy's long [[dash-dance|extended dash-dance]] allows him to read and punish opponents accordingly. However, his laggy initial dash (17 frames) and turnaround animations give him a poor shield buffer out of his dash and turn. Overall, this places Roy's archetype as a speedy fast-faller with polarized, linear movement. Roy's mobility is considerably faster than Marth's in regard to movement speed and air-to-ground transitioning, but his aerial fluidity is significantly limited, preventing him from easily using retreating aerials like Marth, and makes his aerial approaches committal.
 
Apart from differences in attributes, many of Roy's attacks differ from Marth's by having separate animations, which in turn give his attacks completely altered hitbox sizes, frame values and mechanical differences. This grants him a individualized playstyle compared to Marth, made most notable by his inverse [[tipper]]: the [[fireemblemwiki:Binding Blade (weapon)|Binding Blade]] deals more damage and knockback near its hilt, and much less at its blade's tip, which has very little KO potential compared to Marth's untippered [[fireemblemwiki:Falchion|Falchion]]. However, its inverse tipper is much larger than Falchion's tipper, and most of its attacks are less polarizing due to their possession of a "mediumspot" that is between both its sweetspot and sourspot. Roy's sword, along with his attributes, encourage a highly rewarding close-and-personal game with heavy emphasis on landing hits with his sword's larger sweetspot, and has little focus on distant spacing due to its ineffective sourspots.
 
Much like his overall mobility, almost all of Roy's attacks have quick start-up, and his aforementioned speed allows him to easily close the gap between himself and his opponent to make effective use of his inverse tipper. Coupled with his sweetspot's high damage, Roy has an above-average damage racking game once he finds an opening. His most versatile combo initiators are his neutral aerial (which has quick start-up, low landing lag, and a long-lasting hitbox) and his neutral attack (which starts at frame 5 and launches at a favorable angle), both of which can start combos into his throws and tilts. His up aerial starts on frame 5 and has a deceptively long-lasting hitbox that lasts until the sword trail ends, allowing a reverse sweetspotted up aerial to start medium percent combos into neutral aerial, back aerial, or [[Blazer]], or a sourspot into [[Double-Edge Dance]] depending on the enemy's reaction. Finally, forward aerial has very early [[interruptibility]], allowing it to be used as a retreating aerial while jumping backwards, can chain into itself up to two times if Roy moves at full speed and uses his second jump, and can be used for frame-trapping against air dodges if followed up with an up aerial. His down tilt is also a good spacing option, and is useful for [[shield stab]]bing and [[edgeguard]]ing due to its semi-spike trajectory.
 
Tying in with his damage racking game are his throws, which launch at favorable angles for low-percent combos. Down and forward throws can chain into his neutral attack, dash attack, forward tilt, neutral aerial, Blazer and [[Double-Edge Dance]]. As Roy's combo-initiating moves can often lead straight into a grab, it is common for Roy to deal high amounts of damage through precise [[read]]s at low percents, either from an attack into a grab, or through chaining a throw into an attack, then re-grabbing. While the low [[hitstun]] of his throws prevent true follow-ups at higher percents, they also force opponents into [[tech-chase]] and air dodge scenarios, allowing Roy to condition opponents into reacting. Up throw is also able to KO outright at very high percents.
 
The power of Roy's sweetspotted moves also grant him an array of KOing options that are capable of KOing impressively early. While on-stage, his best KOing options are his forward and up tilts, forward and up smashes, and [[Blazer]], due to their quick start-up and high power. His smash attacks, in particular, are immensely powerful; forward smash is one of the strongest of its kind and can be used for hard punishes at as low as 40%, up smash is capable of KOing as low as 100%, and the sweetspotted first hit of down smash can KO at around 120%. Although Roy's offense thrives while he is on-stage, his fast air speed and disjointed range grant him an effective off-stage presence. His forward, back and down aerials each have distinct perks apart from their power: the former two are quick and have wide arcs, while the latter is a powerful [[meteor smash]] when sweetspotted. Although he is a middleweight, Roy is also one of the better users of [[rage]], as his very quick falling speed grants him impressive on-stage endurance and allows him to further enhance the knockback of his already powerful moves.
 
Finally, each of Roy's special moves possess respectable utility. [[Flare Blade]] is a deadly edgeguarding option, especially while on-stage, thanks to its fearsome power even when uncharged, large hitbox, and deceptively low ending lag. The latter allows it to be used as a mindgame to punish edge getups, while its speed can amplify Roy's sub-par aerial mobility by granting him an aerial [[B-reverse]]. Double-Edge Dance is effective for damage racking, catching dodges, and pressuring shields; its final upward and forward hits can also KO outright. Blazer is an excellent [[out of shield]] option, grants both brief super [[armor]] on start-up and high power when grounded, can [[stage spike]] careless opponents who attempt to edgeguard Roy, and can be a [[true combo]] from his down throw at 0%, or a neutral attack at specific percents as a KO combo. Lastly, his [[Counter]] is one of the strongest [[counterattack]]s in the game, as its 1.35× damage multiplier makes it devastating when used against a powerful attack.
 
However, Roy is hindered by a slew of flaws. Although he is granted a powerful offense, making use of it is difficult in the first place despite his remarkable mobility, mainly due to several reasons. His very fast air speed is offset by his very slow air acceleration, making his aerial approach highly committal in general, much like {{SSB4|Ryu}}'s. In addition, while his inverse tipper is one of his greatest strengths, it also forces him to fight at close range to be utilized at its fullest: only his sweetspots cause enough [[shield stun]] to prevent [[punishment]], and when coupled with his attacks having overall high ending lag (or in the case of his aerials, the inability to [[autocancel]] with a short hop), this results in him having to space attacks dangerously close against shields and negating the benefits of his disjointed sword. Finally, his [[range]] is below average for a swordsman, and when coupled with the Sword of Seal's low-utility sourspots, Roy's approach and spacing game is poor despite his good mobility, since his only quick, low-risk options that can be used to close in and pressure the opponent are his neutral aerial and falling up aerial.
 
Roy's combo game, while powerful at low percents, become inconsistent from medium percents and onward. Although possible, Roy's sourspots are very unreliable for creating combos unlike Marth's, as they require extreme precision and only work at specific percents. His sweetspots are similar, due to them sending opponents too far for actual combos and only being effective for outright KOing at high percents. His throws also lack any true followups due to their very low hitstun: his forward throw can be easily teched, while his down throw can be air dodged out of. Overall, this makes Roy potent at damage racking, but his lack of KO setups puts him at a significant disadvantage when trying to end stocks, as it leaves him only with hard punishes.
 
Lastly, Roy's offstage endurance is notoriously poor. His very quick falling speed makes him extremely susceptible to [[combo]]s, and as none of his moves are generally reliable enough to consistently break combos, many characters with reliable combo moves can rack up large amounts of damage and easily force him off-stage. To add to this issue, Roy's only [[recovery]] move, Blazer, is notoriously ineffective despite his impressive mobility: although it offers excellent protection, can be angled, and covers a decent amount of horizontal distance, it covers little vertical distance and is predictable. When coupled by his very quick falling speed, he is highly susceptible to meteor smashes, and even a sufficiently strong [[semi-spike]] can launch him too far away to recover. Additionally, players unaccustomed to his falling speed will quickly find that any misused aerial off-stage will send him too far to recover.
 
Although tournaments do not currently allow [[Character customization|custom moves]], it should be noted that Roy does not have any due to being a DLC character. As such, he must not only utilize his own special moves properly, but also adapt as best as possible against characters that possess their own custom moves.


Roy's attributes give him a different playstyle than Marth/Lucina, as well as bringing him an array of advantages. His higher weight allows him to survive blows that would KO Marth/Lucina, giving him better survivability, especially vertically because of his higher falling speed. He also possesses two throws that have guaranteed followups: down throw can lead to many attacks until mid percents, and can be used with his forward air or neutral airs to create a long string of aerial attacks. He also has his forward throw which is useful for racking damage at low to mid percents as its low base knockback allows it to combo into any ground attack or a dash attack at 0%, or into a neutral air that can lead into even more aerial strings. Roy's faster ground and air speeds are among the best in the game, and exacerbate these advantages even more, giving him a much better combo and damage racking game compared to Marth/Lucina. His combo game is made better even further thanks to his reversed sweetspot, which is much easier to land than Marth's tipper while still hitting as hard. This makes landing a blow as Roy much more rewarding than as Marth, who requires precision and careful spacing for the same effect. Additionally, some of Roy's moves are also much safer to use than Marth's, due to either having less end lag or having [[interruptibility]] frames, such as his down tilt and forward air. Roy also has a great amount of strength in his moveset, with almost all his standard sweetspotted attacks being able to KO at 120% or earlier. In addition, his specials are also powerful: [[Flare Blade]] has very high knockback and scaling at almost all charge levels and can even [[OHKO]] when fully (or almost fully) charged. It additionally has very low ending lag, being relatively safe to use. [[Double-Edge Dance]] can KO reliably as well when the last hit is aimed forward, although connecting all the hits before it at higher percentages can be difficult. [[Blazer]] is an excellent out of shield option as it gives Roy [[super armor]] on start up and can kill reliably when all hits connect at around 110%. His Counter activates somewhat slowly and does not last long but it can also OHKO if it counters a strong enough attack. Additionally, his decent weight makes him an effective user of the rage mechanic, making his already powerful moves even stronger. All of this gives Roy arguably the best KO options of any swordfighter in the game, especially when considering his decently quick attacks. It also gives him one of the best punishing games, as it incredibly rewarding while not being particularly risky.
Overall, Roy's strengths are on par with his weaknesses. While his character archetype is commonly viewed as being in the rushdown and/or glass cannon categories, he cannot effectively function in either role due to his poor recovery, unimpressive range for a swordsman, and vulnerability to combos. Instead, his optimal playstyle consists of limited aggression: capitalizing on enemy openings with his excellent mobility, and pressuring them with both his powerful sweetspots and effective combo game, but approaching cautiously and spacing his sweetspots safely enough to circumvent his flaws. As a result of these traits, Roy has sparse tournament representation and results at high-level play, although he has nevertheless achieved some competitive success, thanks to players such as {{Sm|Hyper Kirby}} and {{Sm|Cloudy}}.


Like the other swordsmen, Roy is also a decent edgeguarder thanks to his disjointed hitbox: his forward and back air have large arcs like Marth and Lucina's that can reliably stage spike opponents, while his down air is a very strong spike attack with a rather reliable hitbox placement. Blazer is also a very reliable stage spike move as Roy can drag opponents into the stage forcing them into an un-techable situation. Finally, Flare Blade is an extremely powerful edgeguard tool when used correctly, as Roy can charge it up for five seconds near a ledge to catch careless opponents with the attack, which has enough knockback to potentially KO at 0% if almost completely charged. Its low ending lag also makes it safe to use off stage to get early kills.
==Changes from ''[[Super Smash Bros. Melee]]''==
Roy is frequently placed within a group of characters ({{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Charizard}}, {{SSB4|King Dedede}} and {{SSB4|Pit}}) that are the most noticeably reworked [[veteran]]s in ''SSB4''. In Roy's case, several of his moves were de-cloned from {{SSB4|Marth}} in a similar vein to {{SSBB|Falco}} and {{SSBB|Ganondorf}} in ''[[Brawl]]'', to the point that he is now a semi-clone. Although Roy received a mix of buffs and nerfs in the transition from ''Melee'' to ''SSB4'', he has overall been buffed.


Roy isn't without flaws, however. Like many other melee fighters, Roy cannot properly deal with [[projectiles]], as he has no reflector and no projectile of his own. The lack of a projectile also makes his approach average at best, although it is still better than Marth/Lucina because of his higher speed. His fast falling speed also makes him more susceptible to combos than many other fighters, and this also decreases his survivability if he is sent offstage with a semi-spike. His reversed sweetspot, while one of his biggest strengths, is also one of his more significant flaws. While it is powerful, it forces Roy to essentially fight at point blank range for maximum effect. This makes it risky when fighting against an opponent that can punish his mistakes severely like {{SSB4|Ganondorf}}, or that can overwhelm him with faster moves than his at close range like {{SSB4|Sheik}}. Roy's moveset is also mostly based on Marth's, meaning that he has to deal with attacks that have wide arcs yet short-lasting hitboxes which can make it punishable if he misses attacks. Additionally, Roy's range was reduced, with most of his attacks having shorter range than Marth's, which is only made worse by his reverse tipper effect. This gives him less reach compared to the rest of the cast. Roy's biggest flaw however, is his recovery. While it is not that predictable due to Blazer being able to angle horizontally, it does not gain much vertical height, which is exacerbated by his fast falling speed. This makes Roy very vulnerable off stage, as most spikes will be a guaranteed KO on him at most percents, and strong attacks may send him too far off stage to recover, even horizontally. Regardless, Roy's pros outweigh his cons, and he is considered by some professionals such as [[Smasher:ZeRo|ZeRo]] to be the best swordsman in the game.
Among Roy's buffs are his greatly improved mobility, now having a much faster dashing speed and one of the fastest air speeds in the game, as well as his moveset being notably more rewarding than in ''Melee'': most of his moves are different from Marth, such as his new neutral attack, forward and up tilts, dash attack and down aerial, most of which have reduced lag, improved hitbox placements, and increased power, improving his close-ranged offense and combo game, and giving him more reliable KO moves. His damage output is much higher, and his sweetspotted attacks are considerably more powerful, giving him a bevy of new KOing options, which generally alleviates his main weakness from ''Melee''. His attack speed is faster overall, with his aerials in particular having significantly reduced ending and landing lag, [[L-canceling]] notwithstanding. The addition of [[rage]] boosts his KO power even further, while his heavier weight allows him to use it quite effectively. He also has much better endurance thanks to a his much higher weight. Lastly, Roy's recovery is generally better, thanks to [[Blazer]]'s improved horizontal distance, his faster air speed, and the removal of [[edge hogging]].


==Changes from ''Melee''==
However, Roy has also received several nerfs. Roy now stands at Marth's height, which enlarges his hurtbox, though his attacks have much shorter ranges and hitbox durations in spite of this, forcing him to fight at a much closer range, exacerbating one of his key weaknesses in ''Melee''. For the most part, Roy is also harmed by the post-''Melee'' gameplay changes: the loss of [[wavedash]]ing and L-canceling, as well as the weakening of [[dash-dancing]], noticeably worsen his approach. The general increase in range for other characters since ''Melee'', such as with {{SSB4|Donkey Kong}} and {{SSB4|Bowser}}, also indirectly hurts him. [[Double-Edge Dance]]'s first hit has almost completely lost its ability to stall his descent due to his faster falling speed, which hurts his recovery despite its improvements. Lastly, Roy's heavier weight makes him easy to combo despite falling speeds being slower in ''SSB4'' than they were in ''Melee''.
Roy has been heavily buffed in his transition to ''SSB4'' from ''Melee'', where he was considered a low-tier character. The hitbox placements on many of Roy's attacks, such as his down air, have been improved, while both his power and speed have overall been increased. While the range on most of his attacks, incredible grab range, and hitbox duration of many of his ground attacks have been decreased, the aforementioned buffs he received in almost every other aspect make these nerfs rather negligible. Due to his increased [[weight]], Roy is an effective user of the [[rage]] mechanic, which results in him being capable of dealing even more knockback with his already powerful attacks. Overall, Roy is now considerably more viable than how he was in ''Melee''.


Roy additionally received some minor and drastic changes that further distinguish his moveset and animations from {{SSB4|Marth}}'s, which effectively converted Roy to a [[semi-clone]] status.  
Overall, Roy's strengths are much more pronounced than in ''Melee'', though he retains most of the same weaknesses as well. While his sweetspotted attacks are considerably more rewarding, he still has to fight up close in order to rack up damage, while his sub-par endurance makes his playstyle risky. Despite Roy having been overall buffed, other veterans were also buffed to varying degrees, which downplays his strengths in ''SSB4''{{'}}s metagame.


===Aesthetics===
===Aesthetics===
*{{change|Roy's design is a combination of his appearance as a Master Lord in ''Fire Emblem: The Binding Blade'' and his DLC artwork as an Einherjar in ''Fire Emblem: Awakening''}}.
*{{change|Roy's design is now a combination of his appearances in ''{{s|fireemblemwiki|Fire Emblem: The Binding Blade}}'' and ''{{s|fireemblemwiki|Fire Emblem Awakening}}''. His taller height, more muscular physique, slightly smaller eyes, and Turkey red hair are from ''Awakening'', whereas his facial structure and hairstyle are from ''The Binding Blade''. Roy's {{s|wikipedia|cuirass}}, {{s|wikipedia|pauldron}}s, and boots are also from his attire in ''The Binding Blade'', whereas his {{s|wikipedia|vambrace}}s, {{s|wikipedia|poleyn}}s, greaves, and gloves are from his attire as an [[fireemblemwiki:Downloadable content in Fire Emblem Awakening#Characters|Einherjar]] in ''Awakening''.}}
*{{change|Roy has completely unique idle stances, as opposed to having variants of Marth's.}}
*{{change|Roy's shirt, pants, headband, and cape are now amalgamations of his respective articles of clothing in ''The Binding Blade'' and ''Awakening'', whereas his poleyns are amalgamated with the design of his pauldrons. Additionally, Roy's boots are now coyote brown with gray toe boxes, carnelian bootstraps, and metallic gold soles. Lastly, his gloves are now carnelian, instead of blue. These changes are unique to ''SSB4''.}}
*{{change|Roy has an on-screen appearance.}}
*{{change|Roy now has eight costumes much like the rest of the cast. He has received six new alternate costumes, each of which is based on {{s|fireemblemwiki|Alen}}, [[fireemblemwiki:Lance_(character)|Lance]], {{s|fireemblemwiki|Marcus}}, {{s|fireemblemwiki|Zephiel}}, {{s|fireemblemwiki|Cecilia}}, and his father, {{s|fireemblemwiki|Eliwood}}.}}
*{{change|Roy has new walking and jumping animations.}}
*{{change|Roy has been updated with universal features introduced in ''Brawl''.}}
*{{change|In a similar vein to those of Marth and {{SSB4|Lucina}}, Roy's sword trails now indicate the sweetspot with a white arc. In Roy's case, it's near the hilt of the Sword of Seals.}}
**{{change|Roy uses various voice clips for any move between any [[tilt attack]], his [[dash attack]], and all [[aerial attack]]s except for his down aerial.}}
*{{change|Most of Roy's sword swings aesthetically look "heavier", with him swinging the Sword of Seals backhandedly or with two hands (his new animations makes it seem like it takes some more effort). As a result, Roy's Sword of Seals comes off as acting like a heavier Broadsword compared to Marth/Lucina's "lighter" Falchion, which they swing with less effort.}}
**{{change|Roy has an [[on-screen appearance]] and two new [[taunt]]s. His taunt from ''Melee'' has been moved to his down taunt.}}
*{{change|Roy is more expressive. He smiles during his fist pumping idle pose, and either scowls or sternly clenches his teeth during some attacks.}}
*{{change|The [[fireemblemwiki:Binding Blade (weapon)|Binding Blade]]'s trail now clearly indicates its sweetspot's location, similarly to {{s|fireemblemwiki|Falchion}}.}}
*{{change|Aside from retaining some of Marth's animations, Roy now swings the Binding Blade in a reverse grip or with both hands. This has translated to his moveset, be it through a tweaked animation or a completely new move.}}
*{{change|Roy now has unique idle animation, instead of variations of Marth's, and has two new [[idle pose]]s. However, his stance while holding a light [[item]] is identical to {{SSB4|Marth}}'s.}}
*{{change|Roy has a new [[victory pose]]. He now spins the Binding Blade one and a half times and then sheaths it rather than planting it on the ground.}}
*{{change|[[Jump]], [[sidestep]], and [[shield]] break's animations have changed.}}


===Attributes===
===Attributes===
*{{change|Many of Roy's attacks, such as his [[forward tilt]] and his [[up special move]], [[Blazer]], now are performed while holding his sword with a reverse grip. As a result, they have different swings and hitboxes compared to Marth.}}
*{{nerf|Roy is taller, making his hurtbox slightly larger. While this would also improve his overall [[range]], this is largely mitigated by the majority of his moveset having smaller hitboxes and/or altered hitbox placements because of the aforementioned alterations to most of his sword-based attacks' animations.}}
*{{buff|Roy is significantly [[weight|heavier]] (85 → 95), now being heavier than Marth rather than lighter. It additionally makes him become a middleweight from a lightweight.}}
*{{change|Roy is significantly [[weight|heavier]] (85 → 95), going from a heavier lightweight to an average middleweight (tied with {{SSB4|Robin}} and {{SSB4|Pac-Man}}). This improves his endurance, but makes him more susceptible to combos.}}
*{{buff|Roy [[dash]]es significantly faster (1.61 → 1.91), surpassing Marth's as the ninth fastest dashing speed.}}
*{{nerf|Roy [[walk]]s slower (1.2 → 1.15).}}
*{{nerf|Roy walks slightly slower (1.2 1.15).}}
*{{buff|Roy [[dash]]es much faster (1.61 → 1.95).}}
*{{buff|Roy has drastically increased [[air speed]] (0.9 → 1.21), now being the third fastest in the game, tied with {{SSB4|Wario}}.}}
*{{buff|Roy [[jump]]s higher (28.36337281 → 30.969999).}}
*{{change|Roy [[falling speed|falls]] much slower (2.4 → 1.8), though he still has the fifth fastest falling speed in the game.}}
**{{change|Roy's [[short hop]] height is also higher (9.132671053 13). Compared to the returning veterans, however, Roy's short hop height is lower, going from the fifth lowest out of 26 characters to the sixth lowest out of 58.}}
*{{nerf|Roy stands at Marth's height, which makes his hurtbox bigger.}}
*{{buff|Roy's [[air speed]] is drastically faster (0.9 → 1.24), going from the 12th fastest in ''Melee'' to the fourth fastest.}}
*{{nerf|The majority of Roy's attacks have less reach because of reduced hitbox sizes and altered placements.}}
*{{change|As with the returning veterans, Roy's [[falling speed]] was decreased (2.4 → 1.8). Compared to the returning veterans, however, Roy falls faster. Improving his vertical endurance, but also making him more susceptible to combos.}}
*{{change|The removal of [[chain grab]]bing both helps and hinders Roy. It results in him no longer being susceptible to chain grabs, while his faster falling speed results in him no longer being susceptible to pseudo-chain grabs. However, it hinders his damage racking potential.}}
*{{nerf|The weakening of [[Dash-dance|dash-dancing]] and the removal of [[wavedash]]ing significantly hinder Roy's approach.}}


===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack deals more damage (4%/5%/6% → 4%/7%/7%), has 3 frames less ending lag, and sends opponents at 60 degrees which gives it more combo potential.}}
*[[Neutral attack]]:
*{{nerf|Neutral attack has 1 frame more start up and has noticeably less range. Its hitbox duration is shortened by 1 frame.}}
**{{buff|Roy has a new neutral attack, a reverse gripped upward slash. Compared to the previous neutral attack, it deals more damage (3%/5%/6% → 4.8%/7.5%/7.5%) and base knockback (30/5 → 40/32), has less ending lag (FAF 26 → 23) and has a different angle ([[Sakurai angle|361°]] → 62°/32°). Altogether, these traits make it significantly better for combos.}}
*{{change|Neutral attack is now an upward leaning lift-slice in reverse grip, and only has a single input.}}
**{{nerf|Neutral attack has more start-up lag and its duration is shorter (frame 4-7 → 5-7) compared to the previous neutral attack.}}
*{{buff|Forward tilt has significantly more knockback (60 base/70 growth → 30 base/100 growth). It also has 1 frame less start up and 8 frames less endlag.}}
*[[Forward tilt]]:
*{{nerf|Forward tilt's hitbox duration is shortened by 2 frames.}}
**{{buff|Roy has a new forward tilt, a reverse gripped downward slash. Compared to the previous forward tilt, it deals more damage (12%/10%/7% → 12.5%/9%/8%) and knockback (60/30 (base)/70 (scaling) → 30/40 (base)/100/80 (scaling)) and has less start-up (frame 9 → 8) and ending lag (FAF 40 → 32). Altogether, these traits making it better for KOing.}}
*{{change|Forward tilt has Roy lean forward for an inward reap-slash via reverse grip.}}
**{{nerf|Forward tilt's duration is shorter (5 frames → 3) than the previous forward tilt's.}}
*{{buff|Up tilt has 1 frame faster startup and endlag and deals more damage (6%/8%/9%/10% → 7%/12%), making it much stronger despite its lower growth (116 → 103).}}
*[[Up tilt]]:
*{{nerf|Up tilt's late hitbox duration was shortened by 2 frames.}}
**{{buff|Roy has a new up tilt, a reverse gripped overhead arcing slash. Compared to the previous up tilt, it deals more damage (6%/8%/9%/10% → 7%/12%) and the sweetspot has more knockback scaling, making it much stronger, while the sourspots deal consistent damage and less knockback scaling (120/118/116/100 → 103). It also has less start-up (frame 7 → 6) and ending lag (FAF 40 → 39) and its sourspot has more base knockback (20 → 30). Altogether, these traits make it better both for KOing and combos.}}
*{{change|Up tilt now has Roy swinging his sword in a more overhead grip while bringing it to his side instead of behind him. The animation is more vertical than horizontal.}}
**{{nerf|Up tilt's duration is shorter (7 frames → 5) than the previous up tilt's.}}
*{{buff|Down tilt has 1 frame less start-up. It also now sends opponents at 30 degrees, making it much better for edgeguarding. It also allows Roy to set up a [[tech-chase]].}}
*[[Down tilt]]:
*{{nerf|Down tilt has 2 frames more endlag, and it no longer sends opponents at a vertical trajectory, almost completely removing all its combo potential. Its hitbox duration is shortened by 1 frame. Its sweetspot deals less damage (12% 11%).}}
**{{nerf|Sweetspotted down tilt deals less damage (12% → 11%).}}
*{{buff|Dash attack deals 1% more damage (12% → 13%) and has much stronger knockback (70 base/55 growth → 65 base/82 growth).}}
**{{buff|Sourspotted down tilt deals more damage (6% → 6.5%).}}
*{{nerf|Dash attack starts up 1 frame slower and has 10 frames more endlag.}}
**{{buff|Down tilt has decreased start-up lag (frame 8 → 7).}}
*{{change|Dash attack animation involves Roy slashing inward into a braking stop with an inward sweep slash.}}
**{{change|Down tilt has decreased base knockback (90/70 → 50/40). Due to its angle being altered (80° → 30°), it is also now a [[semi-spike]]. These changes improve its edgeguarding and [[tech-chasing]] potential, but significantly hinder its combo potential.}}
*{{buff|Forward smash has more knockback growth (65 → 70).}}
**{{nerf|Down tilt has increased ending lag (FAF 20 → 22) and a shorter duration (3 frames 2).}}
*{{nerf|Forward smash's start-up is 2 frames slower, has 1 frame more endlag, less vertical reach, and the hitbox duration lasts 1 frame shorter.}}
*[[Dash attack]]:
*{{nerf|Forward smash now has a "mediumspot" in the center of the blade doing damage and knockback in between the sourspot and sweetspot, making the sweetspot smaller.}}
**{{buff|Roy has a new dash attack, an inward horizontal slash. Compared to the previous dash attack, it deals more damage (12%/6% → 13%/9%), knockback (70/35 (base)/55/60 (scaling) → 65/60 (base)/82/60 (scaling)) and its sweetspot has a different angle (110° → 52°). It also does not suffer from the infamously poor hitbox issues at close range from Melee due to it being a different attack. Altogether, these traits make it better for KOing.}}
*{{change|Forward smash's animation changed to Roy bringing his sword behind himself, then slashing forward in a reaping two-handed slash from a turn. This animation is somewhat shared with the [[Mii Swordfighter]].}}
**{{nerf|Dash attack has more start-up (frame 12 → 13) and ending lag (FAF 40 → 50) compared to the previous dash attack.}}
*{{buff|Up smash hits link together better, and deals .5% more damage due to changes to [[Stale-move negation]]. It also has 3 frames less start-up.}}
*[[Forward smash]]:
*{{nerf|Up smash has 13 frames more endlag, the hitbox now last 2 frames shorter, and the last hit has slightly less base knockback (73 70).}}
**{{nerf|Roy has a new forward smash, a rotating two-handed downward slash based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''. Compared to the previous forward smash, its sweetspot is smaller because of it having a "medium-spot" that deals 3% less damage (20% → 17%). It also has more start-up (frame 12 → 14) and ending lag (FAF 54 → 55), less vertical range, and a shorter duration (3 frames → 2).}}
*{{change|The first hit of up smash now has no knockback, removing the attack's ability to [[spike]], but allows the move to link together and deal damage more reliably. The last hit also now produces an explosion.}}
**{{change|Sweetspotted forward smash has different knockback compared to the previous forward smash's sweetspot (80 (base)/65 (scaling) 70/70).}}
*{{buff|Down smash has 9 frames less endlag, the front hit sends foes at a more horizontal trajectory. The back hit additionally deals 2% more damage.}}
**{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671× → 1.4×), fully charged forward smash deals more damage (27.324%/16.4052% → 28%/16.8%).}}
*{{nerf|Down smash deals less damage (28% fully charged 21% fully charged). Both hits of down smash lasts 1 frame shorter.}}
**{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] make sweetspotted forward smash significantly better at pressuring shields compared to the previous forward smash's sweetspot.}}
*{{change|The knockback properties of Roy's down smash have been reversed, with the back hit being stronger.}}
*[[Up smash]]:
**{{buff|Due to the damage multiplier for fully charged smash attacks being increased from ''Melee'' to ''SSB4'' (1.3671× → 1.4×), fully charged up smash deals more damage (22.639176% → 23.8%).}}
**{{buff|Due to the changes to [[stale move negation]], up smash deals 0.44% more damage (16.56% → 17%), although its base knockback was compensated (73 → 70). It also has decreased start-up lag and a longer duration (10 frames → 12). Additionally, its [[spike]] hitbox now properly keeps opponents in place for the other hits. Lastly, it now grants intangibility to Roy's arm throughout its duration.}}
**{{nerf|Up smash has significantly increased ending lag (FAF 46 59).}}
*[[Down smash]]:
**{{nerf|Down smash's front hit deals less damage (21%/14% → 15%/10%), hindering its KO potential.}}
**{{buff|Down smash's back hit deals more damage (16%/8% → 17%/11%) and its angles have been altered (75°/361° → 50°/47°/361°), improving its KO potential. It also has decreased ending lag (FAF 72 → 63).}}
**{{change|Down smash's knockback properties have been reversed, making the back hit stronger than the front hit.}}
**{{nerf|Down smash has a shorter duration (6 frames → 4).}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve sweetspotted down smash's shield pressuring potential.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial hits on frame (6 7) instead of frame (7 8). The second swing starts earlier and has more duration frame (15 21) instead of frame (17 → 20). The ending lag is also 4 frames shorter.}}
*{{buff|All aerials have decreased ending lag (FAF 50 → 46 (neutral), FAF 35 → 30 (forward), FAF 43 36 (back), FAF 49 → 42 (up), FAF 64 52 (down)).}}
*{{buff|Neutral aerial damage slightly increased (4%, 8%/5%) → (4%/6%, 8.5%/5%)}}
*{{nerf|Neutral, forward, and up aerials autocancel later (frame 32 → 47 (neutral), frame 30 33 (forward), frame 30 → 38 (up)). Forward aerial in particular no longer has an autocancel window, losing its ability to autocancel.}}
*{{buff|Forward aerial has 5 frames less ending lag.}}
*{{change|All aerials have decreased landing lag (20/10 frames (normal/L-canceled) 11 (neutral), 20/10 frames → 13 (forward), 24/12 frames → 16 (back), 18/9 frames → 14 (up), 32/16 frames → 23 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated.}}
*{{buff|Forward aerial does more damage (8%/5%) (11%/7%)}}
*[[Neutral aerial]]:
*{{nerf|Forward aerial hits on frame 10 → 12 instead of frame 5 → 7.}}
**{{buff|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, neutral aerial's first hit no longer deals consistent damage (4% → 6%/4%).}}
*{{change|Forward aerial's animation has Roy's legs positioned differently, and swings his blade while leaning forward with his right side more.}}
**{{buff|Neutral aerial's sweetspotted second hit deals 0.5% more damage (8% 8.5%).}}
*{{buff|Back aerial has 7 frames less ending lag.}}
**{{buff|Neutral aerial has decreased start-up lag (frame 7 → frame 6 (hit 1), frame 17 → frame 15 (hit 2)). Its second hit also has increased knockback scaling (80 → 100) and its angle has been altered (361° → 50°). Altogether, these changes improve its combo and KO potential.}}
*{{buff|Back aerial deals more damage (9%/6%) (12%/9%)}}
*[[Forward aerial]]:
*{{buff|Up aerial has 7 frames less ending lag, and it also has more knockback, making it a better juggling tool. The hitbox lasts 2 frames longer.}}
**{{buff|Forward aerial deals more damage (8%/5% → 11%/7%) and has increased knockback (30/10 (base)/70 (scaling) 50/80), significantly improving its KO potential.}}
*{{buff|Neutral, forward and back aerials all are significantly stronger, now being able to KO reliably.}}
**{{nerf|Forward aerial's animation has slightly changed. Roy now swings the Binding Blade while lunging farther inward. This new animation doubles its start-up lag (frame 5 → 10).}}
*{{buff|Roy has a new down aerial, a take-down two-handed slash below himself similar to {{SSB4|Ike}}'s. It is overall much better, being much stronger across all hitboxes (6%/9% → 10/15%), with the sourspot now being able to KO grounded opponents at around 160%. It also has extended reach underneath Roy and has a much more favorable placement for the meteor smash hitbox that makes it significantly easier to land. The move also has 12 frames less ending lag, and with proper timing, it can also be used out of a forward air to [[Ken Combo]].}}
*[[Back aerial]]:
*{{nerf|New down aerial has less diagonal reach, the hitbox lasts 2 frames shorter, and has 9 frames more startup lag.}}
**{{buff|Back aerial deals 3% more damage (9%/6% → 12%/9%) and has increased knockback scaling (70 → 100), significantly improving its KO potential. It also autocancels earlier (frame 34 → 32).}}
*[[Up aerial]]:
**{{buff|Up aerial's duration is longer (5 frames → 7) and its sweetspot has increased knockback (20 (base)/70 (scaling) → 40/80), improving its juggling potential.}}
*[[Down aerial]]:
**{{buff|Roy has a new down aerial, a two-handed downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. Compared to the previous down aerial, it deals much more damage (6%/9% → 10%/15%), has more vertical range, its sweetspot is easier to land, and its sourspot has KO potential against grounded opponents. It also has higher knockback (40 (base)/70 (scaling) → 20/30 (base)/90 (scaling)) compared to the previous down aerial, improving its KO potential.}}
**{{nerf|Down aerial has less horizontal range, more start-up lag, and a shorter duration (frames 7-10 → 16-17) compared to the previous down aerial.}}
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] makes down aerial significantly better at meteor smashing compared to the previous down aerial.}}


===Throws/Other Attacks===
===Throws/other attacks===
*{{nerf|Roy can no longer [[chain grab]] opponents using his throws.}}
*{{nerf|All grabs have significantly decreased ranges.}}
*{{nerf|All of Roy's grabs have significantly less range.}}
*{{buff|Dash grab has decreased start-up lag (frame 10 → 8).}}
*{{buff|Roy's dash grab comes on frame 8 instead of frame 10.}}
*[[Pummel]]:
*{{buff|Down throw now sends opponents directly above Roy, making it much better for follow-ups.}}
**{{nerf|Pummel deals 1% less damage (3% → 2%).}}
*{{buff|Up throw deals 1% more damage}}
**{{buff|Pummel is faster (24 frames → 15).}}
*{{nerf|Pummel and down throw deal 1% less damage (3% → 2% and 6% → 5% respectively).}}
*[[Up throw]]:
*{{buff|Floor attack (front & back) deals 1% more damage (6% → 7%).}}
**{{buff|Up throw deals more damage (5% → 6%).}}
**{{nerf|It has reduced knockback scaling (130 → 100), hindering its KO potential in spite of its higher damage output.}}
*[[Down throw]]:
**{{nerf|Down throw deals less damage (6% → 5%).}}
**{{buff|It launches at a higher angle (361° → 80°), which coupled with its lower damage output significantly improves its combo potential.}}
*[[Floor attack]]:
**{{buff|Front and back floor attacks deal more damage (6% → 7%).}}
**{{change|Due to the introduction of [[tripping]] in ''Brawl'', Roy has received a floor attack after tripping.}}


===Special moves===
===Special moves===
*{{buff|[[Flare Blade]] has much less ending lag, with Roy now being able to act out of it almost immediately. It can also now be charged up to a maximum of 48% without causing recoil damage (up from 41% in ''Melee'').}}
*[[Flare Blade]]:
*{{nerf|Flare Blade has slightly more start up lag, has a smaller hitbox, and takes slightly more time to fully charge.}}
**{{buff|Flare Blade can be charged up to deal more damage before the full charge without receiving recoil damage (41% → 45%). It also has increased interruptibility for a few frames upon its hitbox being active in spite of its ending lag.}}
*{{change|Flare Blade has a different sound when charging; when fully charged, the sound vanishes before the move's explosion. All stages of the attack now unleash a minor explosion, with most of the higher stages unleashing the original large explosions from ''Melee''. It also has more intense fire effects.}}
**{{nerf|Flare Blade has increased start-up lag, its duration is shorter (6 frames → 4), a smaller hitbox, and it takes slightly more time to fully charge. It has also received a sourspot at the edges of the attack that deals 15% less damage (50% → 35%) and has less knockback scaling (83 → 70).}}
*{{buff|[[Double-Edge Dance]] requires less technical precision, and each individual hit has less start-up (except the first hit and fourth hit down input).}}
**{{change|Flare Blade has updated visual effects. All of its stages now unleash a minor explosion, with most of the higher stages unleashing the large explosions from ''Melee''. It also has updated sound effects, as it now stops emitting sound when fully charged and before its explosion.}}
*{{nerf|The first hit of Double-Edge Dance has 2 frames more start-up, and each individual hit deals less damage and knockback.}}
**{{change|Flare Blade's animation has slightly changed. Roy now briefly lifts the Binding Blade with both hands to his side when returning to his neutral stance.}}
*{{change|The variants of Double-Edge Dance's third hit can no longer KO, but it can easily combo into the fourth hit.}}
**{{change|Roy has gained a new voice clip for releasing a fully charged Flare Blade. In ''Melee'', it used his blast KO voice clip.}}
*{{change|Double-Edge Dance now uses Marth's animations from ''Brawl''.}}
*[[Double-Edge Dance]]:
*{{buff|[[Blazer]] deals more damage and the final hit is much stronger, now being able to KO at high percentages as well as having lasting hitboxes near the peak of the move, unlike in ''Melee''. It also now has intangible frames on startup if used from the ground. Blazer additionally carries much more horizontal momentum near its peak, and can be tilted left or right before startup to cover a notable amount of horizontal range, increasing Roy's horizontal recovery.}}
**{{buff|Aside from its first and fourth downward hits, [[Double-Edge Dance]]'s other have decreased start-up lag. Its third downward hit also no longer consists of multiple hits and launches at a lower trajectory. These changes make its hits connect together better.}}
*{{nerf|Blazer gains slightly less distance.}}
**{{nerf|Double-Edge Dance deals less damage and has decreased knockback, vertical range, and increased ending lag. Additionally, Roy's faster falling speed significantly hinders its first hit's recovery potential. Lastly, its third upward hit is no longer a meteor smash, removing its KO potential.}}
*{{change|Blazer's first hit has much lower set knockback. This allows every hit to connect even better than in ''Melee'' at the loss of its ability to OHKO the lightest characters.}}
**{{change|All variations of Double-Edge Dance's third hit connect together better with its fourth hit. This improves their combo potentials, but removes their KO potentials.}}
*{{change|Blazer now has Roy perform the move in reverse grip, along with a new helpless animation to go with it.}}
**{{buff|Double-Edge Dance now has [[Priority#Transcendent priority|transcendent priority]], improving its reliability.}}
*{{buff|[[Counter]] has seven more counter frames. It also has much more knockback and can now KO off countered smash attacks starting under 40%. The move's horizontal range is also longer.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Double-Edge Dance's last downward hits' shield pressuring potential.}}
*{{nerf|Counter's damage multiplier has been reduced (1.5x 1.35x).}}
**{{change|Double-Edge Dance's animation has changed. The slashes are now identical to [[Dancing Blade]] from ''Brawl''.}}
*{{change|Counter has a slightly tweaked animation: Roy holds his hand out for the entirety of the move, along with pointing his sword downward instead of upward. His counter slash animation is instead an outward swatting one-handed slash that's low angled.}}
*[[Blazer]]:
*{{change|Roy has a [[Final Smash]], [[Critical Hit]]. Unlike Marth's and Lucina's, Roy's is stationary rather than following a straightforward line at high speed.}}
**{{buff|Blazer deals more damage (13.18% → 16.8%) and its last hit has increased knockback (10 (base)/100 (scaling) → 40/130), improving its KO potential. It also has lingering hitboxes at its end, and can be reversed before start-up. It also travels more horizontal distance and the grounded version received more intangibility frames on start-up.}}
**{{nerf|Blazer travels less vertical distance.}}
**{{change|Blazer's first hit has significantly decreased set knockback (200 → 160/120). This makes its hits connect together better, but removes its one-hit KO potential against the lightest characters.}}
**{{change|Blazer's animation has slightly changed. Roy now performs the jumping slash while holding the Binding Blade in a reverse grip.}}
*[[Counter]]:
**{{nerf|Counter's damage multiplier has decreased (1.5× → 1.35×), although its knockback was somewhat compensated (30 (base)/90/70 (scaling) → 35 (base)/100/70 (scaling)), hindering its KO potential. Additionally, the damage cap can only reach a maximum of 50%, now matching the rest of the [[Counterattack|multiplier based counterattacks]] in ''Smash 4''.}}
***{{bugfix|Due to its change, Counter-stacking no longer crashes the game.}}
**{{buff|Counter's duration is longer (frames 8-20 8-27).}}
**{{buff|Counter's animation has changed. Its counterattack now resembles Roy's long-ranged basic attack with the Binding Blade in ''Fire Emblem: The Binding Blade''. This new animation increases its horizontal range.}}
*[[Critical Hit]]:
**{{change|Roy now has a Final Smash, Critical Hit. Unlike Marth and Lucina's Critical Hit, Roy's version is stationary and has him swing the Binding Blade around himself before performing a slash in front of himself that emits a short-ranged explosion.}}


==Update history==
==Update history==
It is unclear whether Roy has been buffed or nerfed since update [[1.1.0]]. [[Blazer]] was given additional hitboxes, making the move easier to land, but the damage reduction on the first and last hits slightly weakens its KO power. In addition, the changes to shield mechanics in 1.1.0 and [[1.1.1]] have made his sweetspoted attacks much safer, at the cost of his sourspotted attacks being less safe, to the point where his [[Clone|semi-clone]], {{SSB4|Lucina}}, has overall safer attacks than him. However, even though he benefits less than Lucina, he benefits more than {{SSB4|Marth}}, due to his sweetspot hitboxes being easier to land. Ultimately, Roy's changes are not significant enough to affect his prowess compared to the rest of the cast.
Roy has been slightly buffed via game updates. Update [[1.1.0]] gave [[Blazer]] additional hitboxes, making it easier to land. However, the same update reduced the damage outputs of its first and last hits, which slightly weakened its KO potential. The changes to shield mechanics brought about by updates 1.1.0 and [[1.1.1]] have made Roy's sweetspotted attacks much safer at the cost of his sourspotted attacks being unsafer, to the point where his [[semi-clone]], {{SSB4|Lucina}}, has safer attacks than both him and Marth. Lastly, update [[1.1.4]] decreased the landing lag on all of Roy's aerials, which improved his neutral and up aerials' combo potentials when they are [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d, and decreased Double-Edge Dance's start-up and ending lag.
 
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{change|Blazer's first and last hits deal 1% less damage|6.5% (hit 1 sweetspot)/5% (hit 1 sourspot), 9% (hit 5 sweetspot)/8% (hit 5 sourspot)|5.5%/4%, 8%/7%. This makes its first hit connect together better, but hinders its KO potential.}}
*{{buff|[[Blazer]] has received additional hitboxes.}}
*{{change|{{GameIcon|ssb4-3ds}}Roy performs his down [[taunt]] instead of his fist pump [[idle pose]] after a player chooses a path in [[Classic Mode]].}}


'''{{GameIcon|ssb4}} 1.1.0'''
'''{{GameIcon|ssb4}} [[1.1.4]]'''
*{{buff|[[Blazer]] has hitboxes added to both ground and aerial version.}}
{{UpdateList/1.1.4|char=Roy}}
*{{nerf|The first and last sweetspotted hits of Blazer deal less damage (6%/9% → 5%/8%).}}


==Moveset==
==Moveset==
 
*For simplicity if, for example, Roy's blade does 6% damage while the tip does 4%, and the attack has no other hitboxes, it is written as 6%/4%.
''For a gallery of Roy's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralname=&nbsp;
|nocustoms=y
|neutralname=Slash ({{ja|リフトスラッシュ|Rifuto Surasshu}}, ''Lift Slash'')
|neutralcount=1
|neutralcount=1
|neutral1dmg=7.5% (sweetspot), ~4.65% (sourspot)
|neutral1dmg=7.5%/4.8%
|neutraldesc=Slashes his sword upwards in a reverse-grip, ending at shoulder height. Easily combos into itself, grab, and forward tilt at low percentages, and his forward and up airs at higher percentages. Overall a great spacing and combo tool; one of Roy's most useful attacks.
|neutraldesc=A reversed gripped upward slash. Easily chains into itself, forward tilt and a grab at low percents, and his forward and up aerials at high percents. Starts at frame 5, making it a great tool for spacing, combos, and stopping approaches.
|ftiltname=&nbsp;
|ftiltname=Sharp Edge ({{ja|オーバーバッシュ|ōbābasshu}}, ''Over Bash'')
|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdesc=Swings his sword downwards in a reverse-grip while stepping forwards, stopping the end motion with his left-hand. Hits very hard for a tilt when sweetspotted, usually KOing around 120% from mid-stage.
|ftiltdesc=A reverse gripped downward slash. Very strong for a tilt attack, it usually KOs around 120% from center-stage when sweetspotted, making it a viable KO option. However, it has noticeable ending lag, making it punishable. The sweetspot is safe on shield if Roy does not directly touch the opponent's shield.
|utiltname=&nbsp;
|utiltname=Anti-air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltdmg=12% (sweetspot), 7% (sourspot)
|utiltdmg=12%/7%
|utiltdesc=Does a wide-arced slash above his head to the left in reverse-grip. Very strong along with his forward tilt, usually KOing at around 110% sweetspotted. However, it has rather low horizontal range and some end lag.
|utiltdesc=A reverse gripped overhead arcing slash. Very strong like his forward tilt, it usually KOs around 110% when sweetspotted. However, it has rather low horizontal range and high ending lag, which make it very punishable on shield.
|dtiltname=&nbsp;
|dtiltname=Low Stab ({{ja|ロースラスト|Rō Surasuto}}), ''Low Thrust'')
|dtiltdmg=11% (sweetspot), 6.5% (sourspot)
|dtiltdmg=11%/6.5%
|dtiltdesc=Crouches and jabs his sword briskly at the enemy's feet. Much weaker than Roy's other tilts, but it comes out the quickest, and is good for tech chasing and edgeguarding.
|dtiltdesc=A kneeling thrust, identical to {{SSB4|Marth}} and {{SSB4|Lucina}}'s down tilts, but with lower range. Has the lowest amount of ending lag out of his tilt attacks, and is useful for [[shield stab]]bing, edgeguarding or starting [[Tech-chasing|tech-chases]] thanks to it being a [[semi-spike]]. However, it has much less knockback growth than his other tilts.
|dashname=&nbsp;
|dashname=Raid Down ({{ja|レイドダウン|Reido Daun}})
|dashdmg=13% (sweetspot), 9% (sourspot)
|dashdmg=13%/9%
|dashdesc=Leaps forward briefly before dealing a low-angle horizontal slash to the left. Has good KO potential at around 130% when sweetspotted.
|dashdesc=An inward horizontal slash across the ground. It has good KO potential for a dash attack, KOing when sweetspotted around 130%; however, it has moderate start-up and high ending lag, making it very unsafe on shield.
|fsmashname=&nbsp;
|fsmashname=Power Slash ({{ja|パワー スマッシュ|Pawā Sumasshu}})
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (close), {{ChargedSmashDmgSSB4|17}} (mid), {{ChargedSmashDmgSSB4|12}} (far)
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (close), {{ChargedSmashDmgSSB4|17}} (mid), {{ChargedSmashDmgSSB4|12}} (far)
|fsmashdesc=Leans forward and deals a two-handed crescent slash downwards after spinning around. Hits on frame 14-15, which is rather fast for a forward smash of its power. It is one of the strongest forward smashes in the game if sweetspotted at the hilt of his sword, and has a very long disjoint as Roy leans forward while performing it. However, it has high ending lag and its hitbox does not last long, leaving him very vulnerable to attacks if the swing misses.
|fsmashdesc=Rotates his body to perform a lunging, two-handed downward slash. It is one of the strongest forward smashes in the game when sweetspotted, as it can KO as low as 40% with [[rage]]. It also has very long disjointed range due to Roy lunging while performing it, and it comes out on frame 14, which is rather fast for a smash attack of its power. However, it has high ending lag and its hitbox does not last long, which make it very punishable when whiffed. It is based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''.
|usmashname=Flame Sword
|usmashname=Flame Sword ({{ja|フレイムソード|Fureimu Sōdo}})
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hits 2-4), {{ChargedSmashDmgSSB4|10}} (hit 5)
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hits 2-4), {{ChargedSmashDmgSSB4|10}} (hit 5)
|usmashdesc=Thrusts his sword skyward as it ignites in flames, with an explosion on the final hit. Powerful enough to KO middleweights around the 100% mark uncharged. Good for guarding opponents in the air, as Roy's arm gains invincibility during the attack and if it hits someone that is not on the ground (with all hits), it does additional damage and knockback.  
|usmashdesc=An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. Powerful enough to KO middleweights around 100% while uncharged. Good for juggling opponents in the air, as it grants intangibility to Roy's arm throughout its duration. The attack's multiple hits transition faster if the initial portion of the thrust connects. The move also deals 1% more damage on an aerial opponent (for a total of 18% if all hits connect). High ending lag like his other smash attacks.
|dsmashname=&nbsp;
|dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}})
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (front, sweetspot), {{ChargedSmashDmgSSB4|17}} (back, sweetspot) {{ChargedSmashDmgSSB4|10}} (front, sourspot), {{ChargedSmashDmgSSB4|11}} (back, sourspot)
|dsmashdmg={{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|10}} (front hit) {{ChargedSmashDmgSSB4|17}}/{{ChargedSmashDmgSSB4|11}} (back hit)
|dsmashdesc=Briskly sweeps his sword in front and then behind him. Weaker than his other smash attacks, but it comes out the quickest, and is useful for punishing rolls. Can KO uncharged in the 120% range if sweetspotted with the front hit and around 100% sweetspotted with the back hit.
|dsmashdesc=A kneeling outward slash in front of himself and then behind himself. Weaker than his other smash attacks, but it has the fastest start-up, and is useful for punishing rolls. Can KO uncharged around the 120% range if sweetspotted with the front hit, and around 100% sweetspotted with the back hit. While it has very quick start-up, it has the longest ending lag of all his smash attacks, which makes it very punishable when whiffed.
|nairname=&nbsp;
|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairdmg=6%/4% (first hit, sweetspot/sourspot), 8%/5% (second hit, sweetspot/sourspot)
|nairdmg=6%/4% (hit 1), 8.5%/5% (hit 2)
|nairdesc=Quickly swipes to the left with the back of the blade, then swipes again while spinning. The second hit is capable of attacking behind him. A useful spacing option due to its quick startup and low landing lag.  
|nairdesc=An inward slash followed by a spinning, outward slash. One of Roy's most useful spacing and combo options thanks to its quick start-up, long-lasting duration, and low landing lag. The second hit is capable of attacking behind him, and the sourspot can catch opponents before he lands. The first hit is risky due to its short range, but it is a surprisingly effective combo starter. Very useful for KO set-ups at high percents, as landing the first hit can lead into an up tilt, up smash, or [[Blazer]].
|fairname=&nbsp;
|fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}})
|fairdmg=11%/7% (sweetspot/sourspot)
|fairdmg=11%/7%
|fairdesc=Swings his sword one-handedly in a downwards chop. If sweetspotted, this move deals high knockback which can KO opponents early near the edge.
|fairdesc=A downward slash. It is fairly strong when sweetspotted, as it can KO opponents reliably while on-stage and especially off-stage. Good for air-to-air combat because of its low ending lag. It is possible to jump out of one from a short hop, and it can be used twice before landing from a jump. If performed fast enough, it can combo into itself when using his double jump.
|bairname=&nbsp;
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairdmg=12%/9% (sweetspot/sourspot)
|bairdmg=12%/9%
|bairdesc=Spins towards the left, using the motion to slash upwards with an underhand swing using one hand. Very good KO potential when sweetspotted, as it has high knockback. Covers good vertical and horizontal range. It has the interesting property of turning Roy around when used. This means at low percents, Roy can use a back air and then immediately follow up with another aerial attack for more damage.
|bairdesc=Rotates his body to perform an upward slash. It is stronger than forward aerial, and can KO opponents reliably while on-stage and especially off-stage. Covers good vertical and horizontal range, but has rather high ending lag. Like with Marth and Lucina's back aerials, it turns Roy around when used. Unlike their back aerials, however, its sourspot can [[lock]] opponents at medium percents if they miss a tech.
|uairname=&nbsp;
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairdmg=9%/6% (sweetspot/sourspot)
|uairdmg=9%/6%
|uairdesc=Does a backflip and swings with a wide arc above him before righting himself again, in a similar manner to Marth's up aerial. The weakest of Roy's aerials in terms of dishing out damage, and is mainly used for juggling and/or combos.
|uairdesc=A backflipping, upward arcing slash. The weakest of Roy's aerials in terms of damage and knockback, but it is his fastest one, due to it coming out on frame 5 (the same as his neutral attack). Its large arc and speed also make it suitable for juggling and/or combos, as it is able to follow up with most of his grounded attacks at low percents while he is falling, and into his aerials at high percents. Its sourspot also has a long duration, which allows it to function as a KO set-up, such as into back aerial or Blazer.
|dairname=&nbsp;
|dairname=Half Moon ({{ja|メテオドロップ|meteodoroppu}}, ''Meteor Drop'')
|dairdmg=15%/10% (sweetspot/sourspot)
|dairdmg=15%/10%
|dairdesc=Spreads his legs in the air before slicing downwards with a two-handed chop. Meteor smashes powerfully when hit with the sword's hilt, if not it sends opponents upwards. Hefty ending and landing lag. Closely resembles Ike's down aerial. KO's on stage sweetspotted around 130%.  
|dairdesc=A two-handed, downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. It has a powerful [[meteor smash]] hitbox near the Binding Blade's hilt, while the rest of its blade launches opponents upward. KOs around 130% when sweetspotted on-stage. However, it has considerable ending and landing lag, which makes it risky to use off-stage, especially due to Roy's very high falling speed.
|grabname=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Bends forward and reaches out with his left hand.  
|grabdesc=Reaches out with his free hand.
|pummelname=&nbsp;
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Knees the opponent. A fairly fast pummel.
|pummeldesc=A knee strike. A fairly fast pummel.
|fthrowname=&nbsp;
|fthrowname=Roll Over ({{ja|ロールオーバー|Rōru Ōbā}})
|fthrowdmg=5%
|fthrowdmg=5%
|fthrowdesc=Throws the opponent forward with a spin. Has low ending lag, allowing it to combo into a jab or forward tilt at low percentages and a dash attack at medium percentages.
|fthrowdesc=Spins and flings the opponent forward. While the throw only causes very low hitstun, its low ending lag and low knockback allow it to combo into a neutral attack or forward tilt at low percents, and a dash attack at medium percents. It can also potentially combo into a dashing up smash if the opponent does not react in time, and works very well as a set-up for a neutral aerial, which, when hit, can chain into even more combos. At high percents, it is also able to set up a tech-chase.
|bthrowname=&nbsp;
|bthrowname=Leg Hooker ({{ja|レッグフッカー|Reggu Fukkā}})
|bthrowdmg=5%
|bthrowdmg=5%
|bthrowdesc=Flings the opponent over his shoulder and behind him. If the opponent does not expect it, this can lead to a back air for a KO at high percentages near the ledge, though it requires good timing.
|bthrowdesc=Tosses the opponent behind himself. Has weak diagonal knockback that causes the throw to have a somewhat fixed trajectory even at high percents. Low hitstun like his other throws, but its angle allows Roy to read the opponent's reaction and capitalize on it. If the opponent does not expect it, this can lead into down aerial at low percents or a back aerial for a KO at high percents near the edge, although the latter requires precise timing.
|uthrowname=&nbsp;
|uthrowname=Casting ({{ja|キャスティング|Kyasutingu}})
|uthrowdmg=6%
|uthrowdmg=6%
|uthrowdesc=Tosses the opponent upwards with his right hand. His strongest throw, it can KO at high percentages with enough [[rage]].
|uthrowdesc=Heaves the opponent upward with his free hand. Like Marth and Lucina's up throws, it is Roy's only throw with KO potential, although it starts KOing slightly later in comparison (at around 170%).
|dthrowname=&nbsp;
|dthrowname=Slam ({{ja|グラブドロップ|Gurabo Doroppu}}, ''Grab Drop'')
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=Slams the opponent onto the floor in front of him with his left hand. Good combo potential, as it sends the opponent above Roy and causes high hitstun. This is made better by the fact that it has low base knockback and low knockback scaling.
|dthrowdesc=A one-armed body slam. Aesthetically, it appears almost identical to forward throw, with its only difference being a shockwave effect to indicate the opponent hitting the ground. Mechanically, it functions much differently, as it launches the opponent directly above Roy and is a [[true combo]] into Blazer on most characters up to medium percents. Like Roy's forward throw, this throw causes very low hitstun, but its low base knockback and low knockback growth allow it to combo into neutral attack, up tilt and forward tilt at low percents, with the neutral attack combo allowing for the possibility of chaining into another grab if the opponent does not react in time. It can also combo into a neutral aerial, forward aerial and up aerial at medium percents.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Slashes to the left, then the right as he gets up.
|floorfdesc=Gets up while slashing to the left and then to the right.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Gets into a kneeling position, then does a spinning cut as he gets up.
|floorbdesc=Gets into a kneeling position and then slices around himself as he gets up.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Hops briskly to his feet then deals a stab to the left and a slash to the right.  
|floortdesc=Hops briskly to his feet to perform a thrust to the left and a slash to the right.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=8%
|edgedmg=8%
|edgedesc=Handstand-flips himself onto the stage, then slashes horizontally to the right.
|edgedesc=Performs an outward slash while climbing up.
|nsdefname=Flare Blade
|nsname=Flare Blade
|nsdefdmg=6%-45%, (50% when fully charged, sweetspot), (36% when fully charged, sourspot)
|nsdmg=6%-45%, 50% (fully charged sweetspot), 36% (fully charged sourspot)
|nsdefdesc=A move similar to Ike's Eruption, with Roy charging his blade with flames for a maximum of five seconds before slamming it onto the ground, causing an explosion. The explosion's size grows as it charges. High base knockback at almost all charge levels and very high knockback scaling, making a barely charged Flare Blade able to kill reliably. Fully charged, it is capable of OHKO'ing every single character in the game (except Bowser) from the center of Final Destination. Deals 10% recoil damage to Roy when unleashing a fully charged strike. Despite its power, the move has surprisingly little ending lag, with Roy being able to act out of it almost immediately. Probably the best option to use on an opponent with a broken shield in the entire game because of the OHKO potential when fully charged, especially considering Roy's good shield pressuring capabilities.
|nsdesc=Rears back and ignites the Binding Blade's blade before performing a lunging, two-handed downward slash that generates an explosion. Functions similarly to [[Eruption]], as it can be charged before unleashing the explosion, with the explosion's size growing as it charges. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it is capable of [[one-hit KO]]ing all but {{SSB4|Shulk}} with the [[Monado Arts|Shield Art]] active and {{SSB4|Bowser}} from center-stage. To further supplement its power, it has surprisingly minimal ending lag, as Roy is able to act out of it almost immediately. However, a fully charged explosion deals 10% [[recoil damage]]. The fully charged explosion also has a sourspot at its edges that deals much less damage and knockback and is not a OHKO, though it is still powerful enough to KO at 41%. It is possibly Roy's best option to use to punish a [[stun]]ned opponent because of its OHKO potential when fully charged, especially considering Roy's good shield pressuring potential.
|nsc1name=N/A
|ssname=Double-Edge Dance
|nsc1dmg=
|ssdmg=Varies
|nsc1desc=
|ssdesc=A combination of sword swings, which can be influenced by directional inputs. Its animations are identical to [[Dancing Blade]] and its first hit stalls Roy's descent, although it is largely ineffective for recovery because of his falling speed being much faster than Marth and Lucina's. However, its overall knockback is slightly stronger than Dancing Blade, and the last hit of each variation deals [[flame]] damage unlike Dancing Blade because of the Binding Blade's blade igniting.
|nsc2name=N/A
|usname=Blazer
|nsc2dmg=
|usdmg=5.5% (grounded hit 1), 4.5% (aerial hit 1), 1.1% (grounded hits 2-4), 1% (aerial hits 2-4), 8% (grounded hit 5), 6% (aerial hit 5)
|nsc2desc=
|usdesc=A jumping reverse gripped slash, which ignites the Binding Blade's blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. A viable [[out of shield]] and KOing option, its grounded version is more powerful, as it KOs around 110% if all hits connect. Its grounded version also grants brief super armor at its beginning. However, it is a sub-par recovery option, due to it covering decent horizontal distance, but very minimal vertical distance.
|ssdefname=Double-Edge Dance
|dsname=Counter
|ssdefdmg=3-5% (First Hit), 2-3% (Second Forward Hit), 2-3% (Second Upward Hit), 1-3% (Second Downward Hit), 2-3% (Third Forward Hit), 3% (Third Upward Hit), 4% (Third Downward Hit), 6% (Final Forward Hit), 5% (Final Upward Hit), 2% (First 4 slashes of Final Downard Hit), 6% (Last slash of Final Downward Hit)
|dsdmg=1.35× (minimum 9%)
|ssdefdesc=A combo of sword slashes in a fashion identical to Marth and Lucina's Dancing Blade. The type of slashes he performs can be influenced by directional inputs, the attacks being little to no difference in animation from Marth and Lucina's, though the knockback is slightly stronger on Roy's end.
|dsdesc=[[fireemblemwiki:Counter|Parries]] and then [[counterattack]]s against any incoming attacks with an outward slash that ignites the Binding Blade's blade. It has the highest damage multiplier of any counterattack in the game by default, with only [[Vision]] surpassing it while the [[Monado Arts|Buster Art]] is active. However, its counter window is relatively short, and it is tied with [[Double Team]] for having the third highest amount of start-up lag out of every counterattack in the game. Roy may also say "{{ja|いまだ!|Imada!}}" (''"Now!"'') or "{{ja|そこ!|Soko!}}" (''"There!"'') if successful. Its counterattack is based on his long-ranged basic attack with the Binding Blade.
|ssc1name=N/A
|ssc1dmg=
|ssc1desc=
|ssc2name=N/A
|ssc2dmg=
|ssc2desc=
|usdefname=Blazer
|usdefdmg=5%/4% (First Hit sweetspotted/sourspotted), 1% (3 Hits), 8%/7% (Last Hit sweetspotted/sourspotted)  
|usdefdesc=Performs a slow rising slash infused with fire that deals multiple hits, which can also be angled diagonally. Grants super armor at the beginning of the move. If all hits connect, it KOs at around 110% on the ground. Great option to be used out of shield because of the super armor frames at the beginning of the move.
|usc1name=N/A
|usc1dmg=
|usc1desc=
|usc2name=N/A
|usc2dmg=
|usc2desc=
|dsdefname=Counter
|dsdefdmg=1.35x damage multiplier (min 8%).
|dsdefdesc=
A counter similar to other [[counterattack]]s, with Roy posing and then retaliating against any attacks that hit him during its counter frames with a blazing slash. Damage and knockback dealt depends on the move that is countered, with a damage multiplier of 1.35x. Roy may additionally say "{{ja|いまだ!|Imada!}}" ("Not yet!") or "{{ja|そこ!|Soko!}}" ("There!") if succesful. |dsc1name=N/A
|dsc1dmg=
|dsc1desc=
|dsc2name=N/A
|dsc2dmg=
|dsc2desc=
|fsname=Critical Hit
|fsname=Critical Hit
|fsdmg=1% (1-10 hits), 35% (ending hit)
|fsdmg=1% (hits 1-10), 35% (hit 11)
|fsdesc=Roy swings the Sword of Seals in a full circle arc before slamming it downwards, generating a powerful explosive slash that engulfs the attacked area in flames. Unlike Marth and Lucina's Critical Hit, Roy's isn't a One-Hit KO. The circular trail can connect up to four times from the front; if the move is performed with an enemy behind Roy, it can hit up to ten times, which traps the opponent until the final slash is dealt.
|fsdesc=Swings the Binding Blade in a circular motion, which ignites its blade, before performing a two-handed, downward slash that generates a powerful explosion. Unlike Marth and Lucina's Critical Hit, Roy's is not a one-hit KO. The circular swing can hit up to four times from the front, though it can hit up to ten times if performed on an opponent behind Roy. It is based on the Binding Blade's {{s|fireemblemwiki|range}}d attack in ''The Binding Blade''.
}}
}}
===Taunts===
 
{| class="wikitable sortable"
|+Double-Edge Dance
! Hit
! Damage
! Description
|-
| First Hit (Neutral) || 3%/2% || A downwards slash towards the left while stepping forwards.
|-
| Second Hit (Up) || 3%/2% || Does an upwards lifting slash.
|-
| Second Hit (Neutral) || 3%/2% || Does a right-to-left swiping stab angled slightly downwards.
|-
| Third Hit (Up) || 4%/3% || Turns his body and swings upwards.
|-
| Third Hit (Neutral) || 4%/3% || Does an upwards swing while stepping forward.
|-
| Third Hit (Down) || 4%/3% || Steps forward and does a backhanded stab towards the ground before twirling.
|-
| Fourth Hit (Up) || 7%/5% || Performs a twirling overhead half-moon slash.
|-
| Fourth Hit (Neutral) || 6%/4% || Twirls counterclockwise and produces a strong downward.
|-
| Fourth Hit (Down) || 2% (hit 1-4), 5%/3% (hit 5) || Steps forward, bends close to the ground, and does a flurry of five stabs. The last hit launches opponents away.
|}
 
===Stats===
{{Attributes
|cast = 58
|weight = 95
|rweight = 30-32
|dash = 1.4
|rdash = 42-46
|run = 1.95
|rrun = 11
|walk = 1.15
|rwalk = 24-27
|trac = 0.06
|rtrac = 14-24
|airfric = 0.005
|rairfric = 52-54
|air = 1.24
|rair = 4
|baseaccel = 0.02
|rbaseaccel = 8-9
|addaccel = 0.03
|raddaccel = 54-56
|gravity = 0.114
|rgravity = 9
|fall = 1.8
|rfall = 5-8
|ff = 2.9
|rff = 6
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 30.969999
|rjumpheight = 45
|shorthop = 13
|rshorthop = 52-53
|djump = 28
|rdjump = 48-49
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
<gallery>
RoyUpTauntWiiU.jpg|
Roy English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
RoySideTauntWiiU.jpg|
RoyDownTauntWiiU.jpg|
</gallery>
</gallery>
*'''Up Taunt''': Triumphantly holds the Sword of Seals above his head pointing towards the side, unlike Marth (who points it skywards).
*'''Side Taunt''': Winds back before posing, holding the Sword of Seals backhanded toward the screen while saying "{{ja|僕 は 負けない!|Boku wa Makenai!}}", which translates to "I won't lose!" This line was one of his victory quotes in ''Melee''.
*'''Down Taunt''': Kneels and the Sword of Seals behind him while yelling "Hee-ya!". This taunt returns from ''Melee'' and the yell is one of his attacking lines when using moves.


===On-Screen Appearance===
===[[On-screen appearance]]===
Appears from a spell circle, similar to others from his franchise, albeit crouching. The Sword of Seals is stuck in the ground when he appears, and Roy pulls it out before assuming his idle stance.
{{appearance
|desc=Warps onto the stage using [[fireemblemwiki:Warp (staff)|warp magic]] while crouching, with the Binding Blade stuck in the ground when he appears. He then pulls it out with a flourish before assuming his idle stance.
|char=Roy
|game=SSB4}}
 
===[[Taunt]]s===
{{Taunt/SSB4
|char=Roy
|desc-up=Triumphantly holds the Binding Blade overhead.
|desc-side=Winds back before striking a pose while holding the Binding Blade in a reverse grip while saying "{{ja|僕は負けない!|Boku wa makenai!}}" (''"I won't lose!"'') This line was one of his victory quotes in ''Melee''.
|desc-down=Kneels and twirls the Binding Blade behind himself while yelling "Heee-ya!" This taunt returns from ''Melee''.}}
 
===[[Idle pose]]s===
{{Idle
|desc-1=Pumps his fist while smiling.
|desc-2=Rubs the edge of the Binding Blade.
|image-1=RoyIdlePose1WiiU.jpg
|image-2=RoyIdlePose2WiiU.jpg}}
 
===[[Crowd cheer]]===
{{Crowd
|game=SSB4
|char=Roy
|desc-us=Roy's our boy!
|desc-jp=Roy! Roy! Roy!
|pitch-us=Female
|pitch-jp=Female}}
 
===[[Victory pose]]s===
{{Victory/SSB4
|victory-theme=FireEmblemTheme.ogg
|victory-desc=An orchestral excerpt of the title theme from ''{{s|fireemblemwiki|Fire Emblem: Shadow Dragon and the Blade of Light}}'', which has since become the main theme of the ''Fire Emblem'' series.
|desc-1=Swings the Binding Blade once over his shoulder, then swings it down and behind him while facing left with his free hand clenched, saying {{ja|真の戦いは、これからだ|Shin no tatakai wa, korekara da}} (''"The real battle is yet to come."'')
|desc-2=Spins the Binding Blade one and a half times and then sheaths it, saying "{{ja|苦しい戦いだった|Kurushī tatakai datta}}" (''"That was a difficult battle."'') This replaces his victory animation from ''Melee'', where he plunged the Binding Blade into the ground.
|desc-3=Flourishes the Binding Blade in a circle before posing with it by his side, saying "{{ja|守るべきもののために、負けられない!|Mamoru beki mono no tame ni, makerarenai!}}" (''"For the sake of those I must protect, I will not lose!"'')
|char=Roy}}
 
==In [[competitive play]]==
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


===Idle Poses===
''See also: [[:Category:Roy players (SSB4)]]''
*Pumps his fist.
*Swipes his hand lightly against the Sword of Seals while holding it in front of himself.


===[[List of crowd cheers (SSB4)|Cheer]]===
*{{Sm|Cloudy|Mexico}} - The greatest Roy player of all-time. He is best known for many noteworthy performances in Mexico, ranking top 10 in the country for most of ''Smash 4'' and placing 2nd at {{Trn|Smash Fest 3}}, defeating several of Mexico's best players including {{Sm|Maister}} and {{Sm|Chag}}, as well as 9th at {{Trn|Smash Factor 6}}, defeating {{Sm|Kameme}}. He seldomly left Mexico, with his most notable out-of-region performance being 33rd at {{Trn|2GGC: Fire Emblem Saga}}.
Roy's Our Boy!
*{{Sm|komorikiri|Japan}} - Better known for using {{SSB4|Cloud}} and {{SSB4|Sonic}}, but had a noteworthy Roy secondary used in the latter half of 2017, most notably to defeat {{Sm|CaptainZack}} at the {{Trn|2GG Championship}}. In addition, he used exclusively Roy to place 5th at {{Trn|Sumabato 20}} and 9th at {{Trn|Sumabato 21}}, some of the best solo placements for a Roy player at ranked events.
*{{Sm|TheFlow|France}} - The best Roy player in Europe, ranking 30th on the [[European Smash 4 Power Rankings]]. He is best known for placing 7th at {{Trn|Albion 3}} and regularly placing highly at French events, including winning several Neokan weeklies and placing 4th at [https://www.start.gg/tournament/smash-3-days-4/event/big-wanted-1v1-single Big Wanted #1] and 5th at [https://www.start.gg/tournament/wanted-9-hollywood-edition-1/details WANTED 9: Hollywood Edition].
*{{Sm|Hyper Kirby|USA}} - The best Roy player in the United States, often considered a mid-tier hidden boss, as his tournament activity was mostly in Georgia. He often placed top 3 at Gwinnett Brawl events, and as a result, was able to defeat Georgia's PGR-ranked players {{Sm|ScAtt}} and {{Sm|Fatality}} numerous times. His 17th-place finish at {{Trn|MomoCon 2017}} marks the best placement from a Roy player at a major, and he had also placed 25th at both {{Trn|DreamHack Atlanta 2017}} and {{Trn|MomoCon 2018}}.
*{{Sm|Ryo|USA}} - Used Roy as a secondary to his Ike, and was known for his advancements to Roy's metagame. He placed 9th at {{Trn|Super Smash Con 2016}}, 25th at {{Trn|CEO 2017}}, and 33rd at {{Trn|2GGT: ZeRo Saga}}; however, those events were primarily with Ike.


===Victory Fanfare===
===Tier placement and history===
This victory theme is a small orchestral cover from the title theme of the first ''Fire Emblem'' game, which has since become the main theme of the series. It is shared with {{SSB4|Marth}}, {{SSB4|Ike}}, {{SSB4|Robin}}, and {{SSB4|Lucina}}.
Throughout the game’s competitive lifespan, Roy's standing relative to the cast was among divisive compared to most of the cast. Upon his release, Roy was perceived very positively among the community; players almost immediately recognized his powerful offense due to the prominent strengths of his sweetspotted attacks, heavily damaging throw set-ups, and significantly improved mobility. These views were especially noted because his semi-clone {{SSB4|Marth}}, and by extension Marth's clone {{SSB4|Lucina}}, were considered poor characters at the time. As such, many in the community believed that Roy was a viable character, with some even claiming him to be the premier swordfighter in the game. This perception, however, was heavily disputed due to his low representation for a perceived high-tier and difficulty in initiating combo setups. Further supporting the disputers were the buffs to characters considered worse than Roy in later updates, with a corresponding increase in tournament results and representation. Conversely, Roy's representation remained unimpressive, and his vulnerability to combos, weak recovery, and an ineffective close-ranged playstyle due to his poor approach and unimpressive range became more apparent as time went on. As such, opinions on Roy quickly declined, and he was ranked 32nd on the first ''4BR'' [[tier list]], placing him at the top of the low-tier.


Update [[1.1.4]] granted Marth and Lucina major buffs that significantly increased their effectiveness, allowing both characters, especially Marth, to receive improved results, eventually leading to their viability reassessments. Conversely, Roy only gained minor landing lag decreases to his aerials, and as such, remained a low-tier character due to the minimal effectiveness of his buffs from update 1.1.4. The lack of significant breakthroughs to his lackluster approaches and middling combo game only served to further damage Roy's negative perception, and he plummeted on the second tier list to 50th, placing him at the bottom of the low-tier.
After the second tier list, Roy was finally able to see some advancements in his metagames thanks to dedicated players, allowing his representation to improve ever-so slightly. Ryo's secondary Roy, which allowed him to place 9th at {{Trn|Super Smash Con 2016}}, was one of the first noteworthy performances for Roy, and additional secondary usage and noteworthy regional performances allowed him to rise to 44th on the third tier list. 2017, however, was by far the best year for Roy yet, as it featured several high major placements from {{Sm|Hyper Kirby}}, {{Sm|Cloudy}}'s run to 9th at {{Trn|Smash Factor 6}} defeating {{Sm|Kameme}}, and {{Sm|komorikiri}} successfully using solo-Roy at several {{Trn|Sumabato}} events and defeating {{Sm|CaptainZack}} at {{Trn|2GG Championship}}. Despite this success, Roy only rose slightly to 41st on the fourth and final tier list, though due to the expansion of the tiers, he is now ranked as a mid-tier character. While a number of top players consider his placement to be accurate due to his polarized toolkit causing him to struggle against numerous characters, many other players agreed that Roy could potentially rise just a bit higher thanks to his good power and mobility, as well as impressive results at smaller yet notable events such as Cloudy's run to 2nd at {{Trn|Smash Fest 3}} and {{Sm|TheFlow}}'s run to 7th at {{Trn|Albion 2}}.
==In Solo Modes==
===[[All-Star Mode]]===
In All-Star Mode, Roy is fought in Stage 6 in the 3DS version or Stage 2 in the Wii U version if he has been downloaded.
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
<gallery>
FireEmblemTheme.ogg
SSB4-3DS Congratulations Classic Roy.png|Classic Mode
SSB4-3DS Congratulations All-Star Roy.png|All-Star Mode
</gallery>
</gallery>
 
====Wii U====
====Victory Poses====
<gallery>
<gallery>
File:RoyPose1WiiU.png
SSB4-Wii U Congratulations Classic Roy.png|Classic Mode
File:RoyPose2WiiU.png
SSB4-Wii U Congratulations All-Star Roy.png|All-Star Mode
File:RoyPose3WiiU.png
</gallery>
</gallery>
*Swipes his sword once over his shoulder, then swipes it down and behind him while facing left, saying "{{ja|真の戦いは、これからだ。|Shin no tatakai wa, korekara da.}}", which translates to "The true fight is about to start."
</center>
*Spins the Sword of Seals one and a half times and then sheaths it, saying "{{ja|苦しい戦いだった。|Kurushī tatakai datta.}}", which translates to "It was a difficult fight." Replaces his old victory animation from ''Melee'' where his sticks the Sword of Seals in the ground.
*Flourishes his sword and poses with it by his side, saying "{{ja|守るべきもののために、負けられない!|Mamoru beki mono no tame ni, makerarenai!}}", which translates to "For those whom I must protect, I won't lose!".


==In [[Competitive play|Competitive Play]]==
==[[Trophies]]==
Roy's default trophy is obtained by clearing Classic Mode as Roy. His alternate trophy is obtained by clearing All-Star Mode as Roy in the 3DS version or booting up the game after downloading Roy in the Wii U version. The Critical Hit (Roy) trophy is obtained only in the Wii U version by clearing All-Star Mode as Roy.
{{Trophy/Fighter
|name=Roy
|image-3ds=RoyTrophy3DS.png
|image-wiiu=RoyTrophyWiiU.png
|mode=Classic
|desc=Roy, the main character of Fire Emblem: The Binding Blade, returns for the first time since Melee! In The Binding Blade, Roy led the troops of Pherae into battle in his ailing father's stead, and now he brings his speed and talent for short-range combat into this game. His sword, the Sword of Seals, is uniquely powerful at the base of the blade.
|gamelist={{Trophy games|console1=GBA|game1=Fire Emblem: The Binding Blade|release1=2002 (JP)}}
}}
{{clrl}}


===Notable players===
{{Trophy/Fighter
*{{Sm|Gnes|USA}}
|name=Roy (Alt.)
*{{Sm|Sethlon|USA}}
|image-3ds=RoyAltTrophy3DS.png
*{{Sm|StaticManny|USA}}
|image-wiiu=RoyAltTrophyWiiU.png
*{{Sm|ZeRo|Chile}}
|mode=Alt
|desc=Flare Blade creates an explosion in front of Roy that can be charged by holding down the button. Take care, though, because at the highest levels of charge, Roy himself will catch fire and take damage! His side special, Double-Edge Dance, changes for each strike after the first depending on whether you hold up or down while attacking.
|gamelist={{Trophy games|console1=GBA|game1=Fire Emblem: The Binding Blade|release1=2002 (JP)}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Critical Hit (Roy)
|image=CriticalHitRoyTrophyWiiU.png
|desc-ntsc=For Roy's Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him, and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own but doesn't have much range, so make sure you're close enough to hit your enemies with the full combo and really seal their fate!
|desc-pal=For Roy's Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own, but doesn't have much range, so make sure you're close enough to hit your enemies with the full combo and really seal their fate!
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Roy|Alternate costumes]]==
==[[Alternate costume (SSB4)#Roy|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[Image:Roy Palette (SSB4).png]]
|colspan=8|[[File:Roy Palette (SSB4).png]]
|-
|-
|{{Head|Roy|g=SSB4|s=50px}}
|{{Head|Roy|g=SSB4|s=50px}}
Line 292: Line 477:
|}
|}


==Reveal Trailer==
==[[List of Super Smash Bros. 4 character trailers#Roy|Reveal trailer]]==
<youtube>w8XIj05irtU</youtube>
{{#widget:YouTube|id=w8XIj05irtU}}
 
==Trophy==
:'''Roy'''
::{{flag|ntsc}} ''Roy, the main character of Fire Emblem: The Binding Blade, returns for the first time since Melee! In The Binding Blade, Roy led the troops of Pherae into battle in his ailing father’s stead, and now he brings his speed and talent for short-range combat into this game. His sword, the Sword of Seals, is uniquely powerful at the base of the blade.''
 
::{{flag|pal}} ''Roy, the main character of Fire Emblem: The Binding Blade, returns for the first time since Melee! In The Binding Blade, Roy led the troops of Pherae into battle in his ailing father’s stead, and now he brings his speed and talent for short-range combat into this game. His sword, the Sword of Seals, is uniquely powerful at the base of the blade.''
 
{{Trophy games|console1=GBA|game1=Fire Emblem: The Binding Blade}}
 
:'''Roy (Alt)'''
::{{flag|ntsc}} ''Flare Blade creates an explosion in front of Roy that can be charged by holding down the button. Take care, though, because at the highest levels of charge, Roy himself will catch fire and take damage! His side special, Double-Edge Dance, changes for each strike after the first depending on whether you hold up or down while attacking.''
 
::{{flag|pal}} ''Flare Blade creates an explosion in front of Roy that can be charged by holding down the button. Take care, though, because at the highest levels of charge, Roy himself will catch fire and take damage! His side special, Double-Edge Dance, changes for each strike after the first depending on whether you hold up or down while attacking.''
 
{{Trophy games|console1=GBA|game1=Fire Emblem: The Binding Blade}}
 
:'''Critical Hit'''
::{{flag|ntsc}} ''For Roy’s Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him, and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own but doesn’t have much range, so make sure you’re close enough to hit your enemies with the full combo and really seal their fate!''
 
::{{flag|pal}} ''For Roy’s Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him, and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own but doesn’t have much range, so make sure you’re close enough to hit your enemies with the full combo and really seal their fate!''
<center>
<gallery>
RoyTrophyWiiU.png|Classic (Wii U)
RoyAltTrophyWiiU.png|Alt. (Wii U)
CriticalHitRoyTrophyWiiU.png|[[Critical Hit]] (Roy)
</gallery>
</center>


==Gallery==
==Gallery==
<gallery>
<gallery>
SSB4 Roy SplashArt.png|Splash art.
SSB4 Roy SplashArt.png|Roy's splash art.
File:Roy Screen-1.jpg|Taunting in front of a wall of fire.
Roy_amiibo.png|Roy's [[amiibo]].
File:Roy Screen-2.jpg|Roy attacking [[Captain Falcon]].
Roy unlock notice SSB4-Wii U.png|Roy's unlock notice in {{forwiiu}} after downloading him from the [[Nintendo eShop]].
File:Roy Screen-3.jpg|Roy attacking [[Lucario]].
Roy Screen-1.jpg|Using his down taunt.
File:Roy Screen-4.jpg|[[Critical Hit]].
Roy Screen-2.jpg|Using his new neutral attack on {{SSB4|Captain Falcon}}.
File:Roy Screen-5.jpg|Roy and [[Koopalings|Roy]].
Roy Screen-3.jpg|Using [[Double-Edge Dance]]'s third upward hit on {{SSB4|Lucario}}.
File:Roy Screen-6.jpg|Roy with [[Zero Suit Samus]] and [[Wii Fit Trainer]].
Roy Screen-4.jpg|Using [[Critical Hit]], his [[Final Smash]], on Lucario and {{SSB4|Charizard}}.
File:Roy Screen-7.jpg|[[Flare Blade]].
Roy Screen-5.jpg|Alongside [[Koopalings|Roy Koopa]].
File:Roy Screen-8.jpg|All of Roy's alternate color schemes.
Roy Screen-6.jpg|Alongside {{SSB4|Zero Suit Samus}} and {{SSB4|Wii Fit Trainer}}.
File:Roy Screen-9.jpg|Performing Double-Edge Dance.
Roy Screen-7.jpg|Using [[Flare Blade]] on {{SSB4|Link}}.
File:Roy Screen-10.jpg|Roy posing with both Female and Male [[Robin]].
Roy Screen-8.jpg|All of Roy's [[alternate costume]]s.
File:RoyMarthComparison.jpeg|Roy & Marth performing a side smash. Note that the sweetspot is highlighted by the trail left by their swords. Marth's Falchion's strongest part is at its tip while Roy's Sword of Seal's strongest part is at its hilt.
Roy Screen-9.jpg|Using Double-Edge Dance's last forward hit on [[Rosalina & Luma (SSB4)|Rosalina]] and {{SSB4|Yoshi}}.
Roy Screen-10.jpg|Using his up taunt alongside male and female {{SSB4|Robin}}.
</gallery>
</gallery>


==Trivia==
==Trivia==
*As with {{SSB4|Mewtwo}}, Roy's official artwork is posed almost identically to his ''Melee'' official artwork.
*Roy and {{SSB4|Ryu}} are the only DLC characters to be released on the same day as their announcement.
*Roy's introduction makes a reference to the Sword of Seals, aka the Binding Blade.
*Roy's pose in his official art is nearly identical to his pose in his official art for ''Melee''.
*The segment of Roy's trailer where he attacks [[Koopalings|Roy Koopa]] is a reference to how they are the only characters to share the same name (in all languages). This is referenced in several official pictures on both the official ''Smash 4'' website and ingame, where Roy Koopa appears along with Roy in one of the pictures on his profile page on the official website, and the All-Star clear picture on the ''3DS''.
*Roy is the only one of the DLC veterans to not have had a trophy depicting them in the base game.
*Roy's up smash shares the same name as Mega Man's forward aerial, Flame Sword.
*Aspects of Roy's sound design have been carried over from ''Melee'':
*In the 3DS version of ''Smash 4'', Roy (along with {{SSB4|Mr. Game & Watch}}) is one of the only characters not to use a [[taunt]] during his pose in [[Classic Mode]] once he chooses a path. Instead, he uses one of his idle poses, his fist pump.
**All of his sourspotted attacks emit a punch/kick sound effect, instead of a slash sound effect.
*All of Roy's sourspotted attacks make a punch/kick sound effect instead of a slashing sound effect. This is carried over from ''Melee''.
**He uses different voice clips when using battering [[item]]s.
**Roy, [[Young Link]] and [[Toon Link]] are the only swordfighters in ''Super Smash Bros.'' whose swords consistently produce punch/kick sound effects instead of a slashing sound effect for the majority of their attacks, albeit Roy's coming from his sourspotted attacks.
**When he is [[dizzy]], his corresponding voice clip loops constantly, instead of playing only once.
*Roy is one of the four characters to use different voice clips when using any of his smash attacks. The other three are {{SSB4|Wii Fit Trainer}}, {{SSB4|Rosalina}}, and {{SSB4|Ryu}}.
**He uses more than one voice clip for his smash attacks.
**Additionally, Roy and Ryu are the only two characters to use different sound clips when using battering items.
**He only has one voice clip for taking light knockback (shared with {{SSB4|Mario}}, {{SSB4|Kirby}}, {{SSB4|Dr. Mario}}, {{SSB4|Ness}} and {{SSB4|Mewtwo}}).
*When Roy uses his Final Smash, [[Critical Hit#Roy|Critical Hit]], his sword sheath (as seen in his official artwork) will appear out of nowhere on his back and disappears abruptly once the Final Smash ends, where Roy sheaths his sword while posing before quickly drawing it out again.
**He only has one voice clip upon being blast KO'd (also shared with Mewtwo, as well as {{SSB4|Jigglypuff}} and {{SSB4|Bayonetta}}).
*Like Dr. Mario, Roy has a unique stance from the character he is a clone of but has the same stance as them when holding an item, in Roy's case he goes to Marth's stance when holding a light item.
*Roy's up smash, Flame Sword, shares the same name as {{SSB4|Mega Man}}'s forward aerial.
*In Roy's reveal trailer, there is an brief scene where Roy performs his down taunt next to the [[Superspicy Curry]] item. This is actually a reference to one of the winners of the Melee photo contest. The picture is called "The Ultimate Curry" and can be found [https://pbs.twimg.com/media/CHhcXxLUcAAkDz8.jpg here].
*Like Marth in his transition from ''Melee'' to ''Brawl'', Roy's first and third [[victory pose]]s have swapped quotes.
*Roy only has one voice clip when being KO'd along with {{SSB4|Mewtwo}}. This is a likely call back to ''Melee'', as both are returning ''Melee'' veterans, and most characters only had one KO voice clip until ''Brawl''.
*If Roy's [[on-screen appearance]] occurs on one of [[Distant Planet]]'s leaf [[platform]]s, he will descend with the leaf, but the Binding Blade will remain stationary in the air until it returns to Roy once the battle actually starts.
**Likely as another ''Melee'' reference, if Roy is [[stun]]ned, he will use his voice clip constantly instead of only once. He is the only character in ''SSB4'' to do so.
*Roy, Ryu, Cloud, {{SSB4|Corrin}}, and {{SSB4|Bayonetta}}'s voice clips are in much lower quality than the rest of the cast in {{for3ds}}.
*Roy is the only returning ''Melee'' character that can't wall jump.
<!--If you're gonna write something about the Roy/Roy Koopa or Superspicy Curry references in the trailer, don't, because they are already on the SSB4 trailers page-->
*Roy is the only veteran from the ''Fire Emblem'' series to receive new voice clips.
*Roy's new [[Final Smash]] is less powerful than his fully-charged Flare Blade.
*Roy is the only DLC veteran to not have had an already existing trophy of himself before his reveal.
*Roy is one of only two characters in the ''Super Smash Bros.'' series to have the same name as another playable fighter, his counterpart being the [[Koopaling]] named [[Bowser Jr.|Roy Koopa]]. This is referenced in an official image on the ''Super Smash Bros. 4'' website.
**Additionally, despite having the same name, the [[announcer]] has two different voice clips for announcing ''Fire Emblem'' Roy's and Roy Koopa's names.
*Roy is the only DLC fighter in the series to not have a projectile of any sort.


==References==
==References==
Line 362: Line 523:
{{SSB4Characters}}
{{SSB4Characters}}
{{Fire Emblem universe}}
{{Fire Emblem universe}}
[[Category:Characters (SSB4)]]
[[Category:Roy (SSB4)| ]]
[[Category:Roy (SSB4)| ]]
[[Category:Downloadable content]]
[[Category:Downloadable content]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Roy (SSB4)]]

Latest revision as of 14:34, November 10, 2024

This article is about Roy's appearance in Super Smash Bros. 4. For the character in other contexts, see Roy.
For information on the playable Koopaling, see Bowser Jr. (SSB4).
Roy
in Super Smash Bros. 4
Roy SSB4.png
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearances in Melee
in Ultimate

Availability Downloadable
Final Smash Critical Hit
Tier E (41)
Roy (SSB4)
Roy Seals the Deal!
—Introduction tagline

Roy (ロイ, Roy) is a playable character in Super Smash Bros. 4. Initially leaked via data mining of update 1.0.6,[1] Roy was formally announced alongside Ryu during a Nintendo Direct on June 14th, 2015, and was made available that same day as downloadable content alongside Lucas and Ryu.[2] Jun Fukuyama reprises his role as Roy's voice actor from Super Smash Bros. Melee, providing new voice clips that mimic the ones he recorded in the game.[3] Roy, Marth, Takamaru, the Prince of Sablé, and Cloud are the only characters that speak Japanese in every regional version of SSB4.

Roy is ranked 41st out of 54 on the tier list, placing him in the E tier. This is a slight improvement to his low-tier placement in Melee, where he was ranked 21st out of 26. However, due to SSB4's tier structure, Roy is actually rendered as a mid-tier character.

Roy boasts good overall mobility and attack speed, owing to very fast dashing and air speeds, alongside fast-starting attacks that allow him to quickly react to openings. When coupled with the Binding Blade's highly damaging sweetspots, which are close to its hilt, he boasts impressive power and a number of strong KOing options at close range.

He also benefits from gameplay changes brought about by SSB4: the rage mechanic supplements his strong sweetspotted attacks, the changes to hitstun and shieldstun make his sweetspots significantly safer on hit, while the updated edge mechanics improve his recovery. Roy also has a varied combo game that is difficult to predict and grants him above average damage racking potential, with reliable combo starters from low to medium percents including forward and down throw, neutral attack, neutral and up aerial, and Double-Edge Dance.

Roy, however, is strongly held back by a poor approach, owing to his slow air acceleration and unsafe aerials that cannot autocancel in a short hop. On a related note, Roy is ineffective at spacing: despite having disjointed range, the Binding Blade's inconvenient sourspots force him to space his sweetspotted attacks dangerously close to opponents.

Roy's combo game is also flawed: his sweetspotted moves are ineffective at performing lengthy combos past medium percents, while his forward, back and down throws are heavily reliant on reads because of their very low hitstun. Finally, Roy suffers from a poor recovery: Blazer is predictable and covers very minimal vertical distance, while his very fast falling speed not only hinders his recovery, but also makes him susceptible to combos.

Due to the above factors, Roy has attained below-average tournament representation. Despite this, he has achieved some degree of competitive success, thanks to the likes of players such as Hyper Kirby, Flow, and Cloudy.

Attributes[edit]

Roy and Marth performing their forward smash attacks. Note that the sweetspot is highlighted by the trail left by their swords: Roy's Binding Blade is strongest near its hilt, whereas Marth's Falchion is strongest at its blade's tip.

Unlike in Melee, Roy is a semi-clone of Marth, although he retains the attributes that differentiate the two. Compared to Marth, Roy sports the eleventh fastest dashing speed, the fourth fastest air speed, and the fifth fastest falling speed (7, 23, and 30 spots higher, respectively), alongside being 5 units heavier than Marth. Conversely, Roy walks significantly slower, being only above-average compared to Marth, while his air acceleration is among the bottom five. Finally, Roy's long extended dash-dance allows him to read and punish opponents accordingly. However, his laggy initial dash (17 frames) and turnaround animations give him a poor shield buffer out of his dash and turn. Overall, this places Roy's archetype as a speedy fast-faller with polarized, linear movement. Roy's mobility is considerably faster than Marth's in regard to movement speed and air-to-ground transitioning, but his aerial fluidity is significantly limited, preventing him from easily using retreating aerials like Marth, and makes his aerial approaches committal.

Apart from differences in attributes, many of Roy's attacks differ from Marth's by having separate animations, which in turn give his attacks completely altered hitbox sizes, frame values and mechanical differences. This grants him a individualized playstyle compared to Marth, made most notable by his inverse tipper: the Binding Blade deals more damage and knockback near its hilt, and much less at its blade's tip, which has very little KO potential compared to Marth's untippered Falchion. However, its inverse tipper is much larger than Falchion's tipper, and most of its attacks are less polarizing due to their possession of a "mediumspot" that is between both its sweetspot and sourspot. Roy's sword, along with his attributes, encourage a highly rewarding close-and-personal game with heavy emphasis on landing hits with his sword's larger sweetspot, and has little focus on distant spacing due to its ineffective sourspots.

Much like his overall mobility, almost all of Roy's attacks have quick start-up, and his aforementioned speed allows him to easily close the gap between himself and his opponent to make effective use of his inverse tipper. Coupled with his sweetspot's high damage, Roy has an above-average damage racking game once he finds an opening. His most versatile combo initiators are his neutral aerial (which has quick start-up, low landing lag, and a long-lasting hitbox) and his neutral attack (which starts at frame 5 and launches at a favorable angle), both of which can start combos into his throws and tilts. His up aerial starts on frame 5 and has a deceptively long-lasting hitbox that lasts until the sword trail ends, allowing a reverse sweetspotted up aerial to start medium percent combos into neutral aerial, back aerial, or Blazer, or a sourspot into Double-Edge Dance depending on the enemy's reaction. Finally, forward aerial has very early interruptibility, allowing it to be used as a retreating aerial while jumping backwards, can chain into itself up to two times if Roy moves at full speed and uses his second jump, and can be used for frame-trapping against air dodges if followed up with an up aerial. His down tilt is also a good spacing option, and is useful for shield stabbing and edgeguarding due to its semi-spike trajectory.

Tying in with his damage racking game are his throws, which launch at favorable angles for low-percent combos. Down and forward throws can chain into his neutral attack, dash attack, forward tilt, neutral aerial, Blazer and Double-Edge Dance. As Roy's combo-initiating moves can often lead straight into a grab, it is common for Roy to deal high amounts of damage through precise reads at low percents, either from an attack into a grab, or through chaining a throw into an attack, then re-grabbing. While the low hitstun of his throws prevent true follow-ups at higher percents, they also force opponents into tech-chase and air dodge scenarios, allowing Roy to condition opponents into reacting. Up throw is also able to KO outright at very high percents.

The power of Roy's sweetspotted moves also grant him an array of KOing options that are capable of KOing impressively early. While on-stage, his best KOing options are his forward and up tilts, forward and up smashes, and Blazer, due to their quick start-up and high power. His smash attacks, in particular, are immensely powerful; forward smash is one of the strongest of its kind and can be used for hard punishes at as low as 40%, up smash is capable of KOing as low as 100%, and the sweetspotted first hit of down smash can KO at around 120%. Although Roy's offense thrives while he is on-stage, his fast air speed and disjointed range grant him an effective off-stage presence. His forward, back and down aerials each have distinct perks apart from their power: the former two are quick and have wide arcs, while the latter is a powerful meteor smash when sweetspotted. Although he is a middleweight, Roy is also one of the better users of rage, as his very quick falling speed grants him impressive on-stage endurance and allows him to further enhance the knockback of his already powerful moves.

Finally, each of Roy's special moves possess respectable utility. Flare Blade is a deadly edgeguarding option, especially while on-stage, thanks to its fearsome power even when uncharged, large hitbox, and deceptively low ending lag. The latter allows it to be used as a mindgame to punish edge getups, while its speed can amplify Roy's sub-par aerial mobility by granting him an aerial B-reverse. Double-Edge Dance is effective for damage racking, catching dodges, and pressuring shields; its final upward and forward hits can also KO outright. Blazer is an excellent out of shield option, grants both brief super armor on start-up and high power when grounded, can stage spike careless opponents who attempt to edgeguard Roy, and can be a true combo from his down throw at 0%, or a neutral attack at specific percents as a KO combo. Lastly, his Counter is one of the strongest counterattacks in the game, as its 1.35× damage multiplier makes it devastating when used against a powerful attack.

However, Roy is hindered by a slew of flaws. Although he is granted a powerful offense, making use of it is difficult in the first place despite his remarkable mobility, mainly due to several reasons. His very fast air speed is offset by his very slow air acceleration, making his aerial approach highly committal in general, much like Ryu's. In addition, while his inverse tipper is one of his greatest strengths, it also forces him to fight at close range to be utilized at its fullest: only his sweetspots cause enough shield stun to prevent punishment, and when coupled with his attacks having overall high ending lag (or in the case of his aerials, the inability to autocancel with a short hop), this results in him having to space attacks dangerously close against shields and negating the benefits of his disjointed sword. Finally, his range is below average for a swordsman, and when coupled with the Sword of Seal's low-utility sourspots, Roy's approach and spacing game is poor despite his good mobility, since his only quick, low-risk options that can be used to close in and pressure the opponent are his neutral aerial and falling up aerial.

Roy's combo game, while powerful at low percents, become inconsistent from medium percents and onward. Although possible, Roy's sourspots are very unreliable for creating combos unlike Marth's, as they require extreme precision and only work at specific percents. His sweetspots are similar, due to them sending opponents too far for actual combos and only being effective for outright KOing at high percents. His throws also lack any true followups due to their very low hitstun: his forward throw can be easily teched, while his down throw can be air dodged out of. Overall, this makes Roy potent at damage racking, but his lack of KO setups puts him at a significant disadvantage when trying to end stocks, as it leaves him only with hard punishes.

Lastly, Roy's offstage endurance is notoriously poor. His very quick falling speed makes him extremely susceptible to combos, and as none of his moves are generally reliable enough to consistently break combos, many characters with reliable combo moves can rack up large amounts of damage and easily force him off-stage. To add to this issue, Roy's only recovery move, Blazer, is notoriously ineffective despite his impressive mobility: although it offers excellent protection, can be angled, and covers a decent amount of horizontal distance, it covers little vertical distance and is predictable. When coupled by his very quick falling speed, he is highly susceptible to meteor smashes, and even a sufficiently strong semi-spike can launch him too far away to recover. Additionally, players unaccustomed to his falling speed will quickly find that any misused aerial off-stage will send him too far to recover.

Although tournaments do not currently allow custom moves, it should be noted that Roy does not have any due to being a DLC character. As such, he must not only utilize his own special moves properly, but also adapt as best as possible against characters that possess their own custom moves.

Overall, Roy's strengths are on par with his weaknesses. While his character archetype is commonly viewed as being in the rushdown and/or glass cannon categories, he cannot effectively function in either role due to his poor recovery, unimpressive range for a swordsman, and vulnerability to combos. Instead, his optimal playstyle consists of limited aggression: capitalizing on enemy openings with his excellent mobility, and pressuring them with both his powerful sweetspots and effective combo game, but approaching cautiously and spacing his sweetspots safely enough to circumvent his flaws. As a result of these traits, Roy has sparse tournament representation and results at high-level play, although he has nevertheless achieved some competitive success, thanks to players such as Hyper Kirby and Cloudy.

Changes from Super Smash Bros. Melee[edit]

Roy is frequently placed within a group of characters (Bowser, Dr. Mario, Charizard, King Dedede and Pit) that are the most noticeably reworked veterans in SSB4. In Roy's case, several of his moves were de-cloned from Marth in a similar vein to Falco and Ganondorf in Brawl, to the point that he is now a semi-clone. Although Roy received a mix of buffs and nerfs in the transition from Melee to SSB4, he has overall been buffed.

Among Roy's buffs are his greatly improved mobility, now having a much faster dashing speed and one of the fastest air speeds in the game, as well as his moveset being notably more rewarding than in Melee: most of his moves are different from Marth, such as his new neutral attack, forward and up tilts, dash attack and down aerial, most of which have reduced lag, improved hitbox placements, and increased power, improving his close-ranged offense and combo game, and giving him more reliable KO moves. His damage output is much higher, and his sweetspotted attacks are considerably more powerful, giving him a bevy of new KOing options, which generally alleviates his main weakness from Melee. His attack speed is faster overall, with his aerials in particular having significantly reduced ending and landing lag, L-canceling notwithstanding. The addition of rage boosts his KO power even further, while his heavier weight allows him to use it quite effectively. He also has much better endurance thanks to a his much higher weight. Lastly, Roy's recovery is generally better, thanks to Blazer's improved horizontal distance, his faster air speed, and the removal of edge hogging.

However, Roy has also received several nerfs. Roy now stands at Marth's height, which enlarges his hurtbox, though his attacks have much shorter ranges and hitbox durations in spite of this, forcing him to fight at a much closer range, exacerbating one of his key weaknesses in Melee. For the most part, Roy is also harmed by the post-Melee gameplay changes: the loss of wavedashing and L-canceling, as well as the weakening of dash-dancing, noticeably worsen his approach. The general increase in range for other characters since Melee, such as with Donkey Kong and Bowser, also indirectly hurts him. Double-Edge Dance's first hit has almost completely lost its ability to stall his descent due to his faster falling speed, which hurts his recovery despite its improvements. Lastly, Roy's heavier weight makes him easy to combo despite falling speeds being slower in SSB4 than they were in Melee.

Overall, Roy's strengths are much more pronounced than in Melee, though he retains most of the same weaknesses as well. While his sweetspotted attacks are considerably more rewarding, he still has to fight up close in order to rack up damage, while his sub-par endurance makes his playstyle risky. Despite Roy having been overall buffed, other veterans were also buffed to varying degrees, which downplays his strengths in SSB4's metagame.

Aesthetics[edit]

  • Change Roy's design is now a combination of his appearances in Fire Emblem: The Binding Blade and Fire Emblem Awakening. His taller height, more muscular physique, slightly smaller eyes, and Turkey red hair are from Awakening, whereas his facial structure and hairstyle are from The Binding Blade. Roy's cuirass, pauldrons, and boots are also from his attire in The Binding Blade, whereas his vambraces, poleyns, greaves, and gloves are from his attire as an Einherjar in Awakening.
  • Change Roy's shirt, pants, headband, and cape are now amalgamations of his respective articles of clothing in The Binding Blade and Awakening, whereas his poleyns are amalgamated with the design of his pauldrons. Additionally, Roy's boots are now coyote brown with gray toe boxes, carnelian bootstraps, and metallic gold soles. Lastly, his gloves are now carnelian, instead of blue. These changes are unique to SSB4.
  • Change Roy now has eight costumes much like the rest of the cast. He has received six new alternate costumes, each of which is based on Alen, Lance, Marcus, Zephiel, Cecilia, and his father, Eliwood.
  • Change Roy has been updated with universal features introduced in Brawl.
  • Change Roy is more expressive. He smiles during his fist pumping idle pose, and either scowls or sternly clenches his teeth during some attacks.
  • Change The Binding Blade's trail now clearly indicates its sweetspot's location, similarly to Falchion.
  • Change Aside from retaining some of Marth's animations, Roy now swings the Binding Blade in a reverse grip or with both hands. This has translated to his moveset, be it through a tweaked animation or a completely new move.
  • Change Roy now has unique idle animation, instead of variations of Marth's, and has two new idle poses. However, his stance while holding a light item is identical to Marth's.
  • Change Roy has a new victory pose. He now spins the Binding Blade one and a half times and then sheaths it rather than planting it on the ground.
  • Change Jump, sidestep, and shield break's animations have changed.

Attributes[edit]

  • Nerf Roy is taller, making his hurtbox slightly larger. While this would also improve his overall range, this is largely mitigated by the majority of his moveset having smaller hitboxes and/or altered hitbox placements because of the aforementioned alterations to most of his sword-based attacks' animations.
  • Change Roy is significantly heavier (85 → 95), going from a heavier lightweight to an average middleweight (tied with Robin and Pac-Man). This improves his endurance, but makes him more susceptible to combos.
  • Nerf Roy walks slower (1.2 → 1.15).
  • Buff Roy dashes much faster (1.61 → 1.95).
  • Buff Roy jumps higher (28.36337281 → 30.969999).
    • Change Roy's short hop height is also higher (9.132671053 → 13). Compared to the returning veterans, however, Roy's short hop height is lower, going from the fifth lowest out of 26 characters to the sixth lowest out of 58.
  • Buff Roy's air speed is drastically faster (0.9 → 1.24), going from the 12th fastest in Melee to the fourth fastest.
  • Change As with the returning veterans, Roy's falling speed was decreased (2.4 → 1.8). Compared to the returning veterans, however, Roy falls faster. Improving his vertical endurance, but also making him more susceptible to combos.
  • Change The removal of chain grabbing both helps and hinders Roy. It results in him no longer being susceptible to chain grabs, while his faster falling speed results in him no longer being susceptible to pseudo-chain grabs. However, it hinders his damage racking potential.
  • Nerf The weakening of dash-dancing and the removal of wavedashing significantly hinder Roy's approach.

Ground attacks[edit]

  • Neutral attack:
    • Buff Roy has a new neutral attack, a reverse gripped upward slash. Compared to the previous neutral attack, it deals more damage (3%/5%/6% → 4.8%/7.5%/7.5%) and base knockback (30/5 → 40/32), has less ending lag (FAF 26 → 23) and has a different angle (361° → 62°/32°). Altogether, these traits make it significantly better for combos.
    • Nerf Neutral attack has more start-up lag and its duration is shorter (frame 4-7 → 5-7) compared to the previous neutral attack.
  • Forward tilt:
    • Buff Roy has a new forward tilt, a reverse gripped downward slash. Compared to the previous forward tilt, it deals more damage (12%/10%/7% → 12.5%/9%/8%) and knockback (60/30 (base)/70 (scaling) → 30/40 (base)/100/80 (scaling)) and has less start-up (frame 9 → 8) and ending lag (FAF 40 → 32). Altogether, these traits making it better for KOing.
    • Nerf Forward tilt's duration is shorter (5 frames → 3) than the previous forward tilt's.
  • Up tilt:
    • Buff Roy has a new up tilt, a reverse gripped overhead arcing slash. Compared to the previous up tilt, it deals more damage (6%/8%/9%/10% → 7%/12%) and the sweetspot has more knockback scaling, making it much stronger, while the sourspots deal consistent damage and less knockback scaling (120/118/116/100 → 103). It also has less start-up (frame 7 → 6) and ending lag (FAF 40 → 39) and its sourspot has more base knockback (20 → 30). Altogether, these traits make it better both for KOing and combos.
    • Nerf Up tilt's duration is shorter (7 frames → 5) than the previous up tilt's.
  • Down tilt:
    • Nerf Sweetspotted down tilt deals less damage (12% → 11%).
    • Buff Sourspotted down tilt deals more damage (6% → 6.5%).
    • Buff Down tilt has decreased start-up lag (frame 8 → 7).
    • Change Down tilt has decreased base knockback (90/70 → 50/40). Due to its angle being altered (80° → 30°), it is also now a semi-spike. These changes improve its edgeguarding and tech-chasing potential, but significantly hinder its combo potential.
    • Nerf Down tilt has increased ending lag (FAF 20 → 22) and a shorter duration (3 frames → 2).
  • Dash attack:
    • Buff Roy has a new dash attack, an inward horizontal slash. Compared to the previous dash attack, it deals more damage (12%/6% → 13%/9%), knockback (70/35 (base)/55/60 (scaling) → 65/60 (base)/82/60 (scaling)) and its sweetspot has a different angle (110° → 52°). It also does not suffer from the infamously poor hitbox issues at close range from Melee due to it being a different attack. Altogether, these traits make it better for KOing.
    • Nerf Dash attack has more start-up (frame 12 → 13) and ending lag (FAF 40 → 50) compared to the previous dash attack.
  • Forward smash:
    • Nerf Roy has a new forward smash, a rotating two-handed downward slash based on his regular attack as a Great Lord in Fire Emblem: The Binding Blade. Compared to the previous forward smash, its sweetspot is smaller because of it having a "medium-spot" that deals 3% less damage (20% → 17%). It also has more start-up (frame 12 → 14) and ending lag (FAF 54 → 55), less vertical range, and a shorter duration (3 frames → 2).
    • Change Sweetspotted forward smash has different knockback compared to the previous forward smash's sweetspot (80 (base)/65 (scaling) → 70/70).
    • Buff Due to the damage multiplier for fully charged smash attacks being increased from Melee to SSB4 (1.3671× → 1.4×), fully charged forward smash deals more damage (27.324%/16.4052% → 28%/16.8%).
    • Buff The 19% damage increase to shields and the increase to shieldstun make sweetspotted forward smash significantly better at pressuring shields compared to the previous forward smash's sweetspot.
  • Up smash:
    • Buff Due to the damage multiplier for fully charged smash attacks being increased from Melee to SSB4 (1.3671× → 1.4×), fully charged up smash deals more damage (22.639176% → 23.8%).
    • Buff Due to the changes to stale move negation, up smash deals 0.44% more damage (16.56% → 17%), although its base knockback was compensated (73 → 70). It also has decreased start-up lag and a longer duration (10 frames → 12). Additionally, its spike hitbox now properly keeps opponents in place for the other hits. Lastly, it now grants intangibility to Roy's arm throughout its duration.
    • Nerf Up smash has significantly increased ending lag (FAF 46 → 59).
  • Down smash:
    • Nerf Down smash's front hit deals less damage (21%/14% → 15%/10%), hindering its KO potential.
    • Buff Down smash's back hit deals more damage (16%/8% → 17%/11%) and its angles have been altered (75°/361° → 50°/47°/361°), improving its KO potential. It also has decreased ending lag (FAF 72 → 63).
    • Change Down smash's knockback properties have been reversed, making the back hit stronger than the front hit.
    • Nerf Down smash has a shorter duration (6 frames → 4).
    • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve sweetspotted down smash's shield pressuring potential.

Aerial attacks[edit]

  • Buff All aerials have decreased ending lag (FAF 50 → 46 (neutral), FAF 35 → 30 (forward), FAF 43 → 36 (back), FAF 49 → 42 (up), FAF 64 → 52 (down)).
  • Nerf Neutral, forward, and up aerials autocancel later (frame 32 → 47 (neutral), frame 30 → 33 (forward), frame 30 → 38 (up)). Forward aerial in particular no longer has an autocancel window, losing its ability to autocancel.
  • Change All aerials have decreased landing lag (20/10 frames (normal/L-canceled) → 11 (neutral), 20/10 frames → 13 (forward), 24/12 frames → 16 (back), 18/9 frames → 14 (up), 32/16 frames → 23 (down)). Due to the removal of L-canceling, however, they are not fully compensated.
  • Neutral aerial:
    • Buff Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, neutral aerial's first hit no longer deals consistent damage (4% → 6%/4%).
    • Buff Neutral aerial's sweetspotted second hit deals 0.5% more damage (8% → 8.5%).
    • Buff Neutral aerial has decreased start-up lag (frame 7 → frame 6 (hit 1), frame 17 → frame 15 (hit 2)). Its second hit also has increased knockback scaling (80 → 100) and its angle has been altered (361° → 50°). Altogether, these changes improve its combo and KO potential.
  • Forward aerial:
    • Buff Forward aerial deals more damage (8%/5% → 11%/7%) and has increased knockback (30/10 (base)/70 (scaling) → 50/80), significantly improving its KO potential.
    • Nerf Forward aerial's animation has slightly changed. Roy now swings the Binding Blade while lunging farther inward. This new animation doubles its start-up lag (frame 5 → 10).
  • Back aerial:
    • Buff Back aerial deals 3% more damage (9%/6% → 12%/9%) and has increased knockback scaling (70 → 100), significantly improving its KO potential. It also autocancels earlier (frame 34 → 32).
  • Up aerial:
    • Buff Up aerial's duration is longer (5 frames → 7) and its sweetspot has increased knockback (20 (base)/70 (scaling) → 40/80), improving its juggling potential.
  • Down aerial:
    • Buff Roy has a new down aerial, a two-handed downward slash between his legs, similar to Ike's down aerial. Compared to the previous down aerial, it deals much more damage (6%/9% → 10%/15%), has more vertical range, its sweetspot is easier to land, and its sourspot has KO potential against grounded opponents. It also has higher knockback (40 (base)/70 (scaling) → 20/30 (base)/90 (scaling)) compared to the previous down aerial, improving its KO potential.
    • Nerf Down aerial has less horizontal range, more start-up lag, and a shorter duration (frames 7-10 → 16-17) compared to the previous down aerial.
    • Buff The removal of meteor canceling makes down aerial significantly better at meteor smashing compared to the previous down aerial.

Throws/other attacks[edit]

  • Nerf All grabs have significantly decreased ranges.
  • Buff Dash grab has decreased start-up lag (frame 10 → 8).
  • Pummel:
    • Nerf Pummel deals 1% less damage (3% → 2%).
    • Buff Pummel is faster (24 frames → 15).
  • Up throw:
    • Buff Up throw deals more damage (5% → 6%).
    • Nerf It has reduced knockback scaling (130 → 100), hindering its KO potential in spite of its higher damage output.
  • Down throw:
    • Nerf Down throw deals less damage (6% → 5%).
    • Buff It launches at a higher angle (361° → 80°), which coupled with its lower damage output significantly improves its combo potential.
  • Floor attack:
    • Buff Front and back floor attacks deal more damage (6% → 7%).
    • Change Due to the introduction of tripping in Brawl, Roy has received a floor attack after tripping.

Special moves[edit]

  • Flare Blade:
    • Buff Flare Blade can be charged up to deal more damage before the full charge without receiving recoil damage (41% → 45%). It also has increased interruptibility for a few frames upon its hitbox being active in spite of its ending lag.
    • Nerf Flare Blade has increased start-up lag, its duration is shorter (6 frames → 4), a smaller hitbox, and it takes slightly more time to fully charge. It has also received a sourspot at the edges of the attack that deals 15% less damage (50% → 35%) and has less knockback scaling (83 → 70).
    • Change Flare Blade has updated visual effects. All of its stages now unleash a minor explosion, with most of the higher stages unleashing the large explosions from Melee. It also has updated sound effects, as it now stops emitting sound when fully charged and before its explosion.
    • Change Flare Blade's animation has slightly changed. Roy now briefly lifts the Binding Blade with both hands to his side when returning to his neutral stance.
    • Change Roy has gained a new voice clip for releasing a fully charged Flare Blade. In Melee, it used his blast KO voice clip.
  • Double-Edge Dance:
    • Buff Aside from its first and fourth downward hits, Double-Edge Dance's other have decreased start-up lag. Its third downward hit also no longer consists of multiple hits and launches at a lower trajectory. These changes make its hits connect together better.
    • Nerf Double-Edge Dance deals less damage and has decreased knockback, vertical range, and increased ending lag. Additionally, Roy's faster falling speed significantly hinders its first hit's recovery potential. Lastly, its third upward hit is no longer a meteor smash, removing its KO potential.
    • Change All variations of Double-Edge Dance's third hit connect together better with its fourth hit. This improves their combo potentials, but removes their KO potentials.
    • Buff Double-Edge Dance now has transcendent priority, improving its reliability.
    • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve Double-Edge Dance's last downward hits' shield pressuring potential.
    • Change Double-Edge Dance's animation has changed. The slashes are now identical to Dancing Blade from Brawl.
  • Blazer:
    • Buff Blazer deals more damage (13.18% → 16.8%) and its last hit has increased knockback (10 (base)/100 (scaling) → 40/130), improving its KO potential. It also has lingering hitboxes at its end, and can be reversed before start-up. It also travels more horizontal distance and the grounded version received more intangibility frames on start-up.
    • Nerf Blazer travels less vertical distance.
    • Change Blazer's first hit has significantly decreased set knockback (200 → 160/120). This makes its hits connect together better, but removes its one-hit KO potential against the lightest characters.
    • Change Blazer's animation has slightly changed. Roy now performs the jumping slash while holding the Binding Blade in a reverse grip.
  • Counter:
    • Nerf Counter's damage multiplier has decreased (1.5× → 1.35×), although its knockback was somewhat compensated (30 (base)/90/70 (scaling) → 35 (base)/100/70 (scaling)), hindering its KO potential. Additionally, the damage cap can only reach a maximum of 50%, now matching the rest of the multiplier based counterattacks in Smash 4.
      • Bug fix Due to its change, Counter-stacking no longer crashes the game.
    • Buff Counter's duration is longer (frames 8-20 → 8-27).
    • Buff Counter's animation has changed. Its counterattack now resembles Roy's long-ranged basic attack with the Binding Blade in Fire Emblem: The Binding Blade. This new animation increases its horizontal range.
  • Critical Hit:
    • Change Roy now has a Final Smash, Critical Hit. Unlike Marth and Lucina's Critical Hit, Roy's version is stationary and has him swing the Binding Blade around himself before performing a slash in front of himself that emits a short-ranged explosion.

Update history[edit]

Roy has been slightly buffed via game updates. Update 1.1.0 gave Blazer additional hitboxes, making it easier to land. However, the same update reduced the damage outputs of its first and last hits, which slightly weakened its KO potential. The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 have made Roy's sweetspotted attacks much safer at the cost of his sourspotted attacks being unsafer, to the point where his semi-clone, Lucina, has safer attacks than both him and Marth. Lastly, update 1.1.4 decreased the landing lag on all of Roy's aerials, which improved his neutral and up aerials' combo potentials when they are SHFF'd, and decreased Double-Edge Dance's start-up and ending lag.

Super Smash Bros. 4 1.1.0

  • Change Blazer's first and last hits deal 1% less damage: 6.5% (hit 1 sweetspot)/5% (hit 1 sourspot), 9% (hit 5 sweetspot)/8% (hit 5 sourspot) → 5.5%/4%, 8%/7%. This makes its first hit connect together better, but hinders its KO potential.
  • Buff Blazer has received additional hitboxes.
  • Change Super Smash Bros. for Nintendo 3DSRoy performs his down taunt instead of his fist pump idle pose after a player chooses a path in Classic Mode.

Super Smash Bros. 4 1.1.4

  • Buff Neutral aerial landing lag: 13 → 11
  • Buff Forward aerial landing lag: 15 → 13
  • Buff Up aerial landing lag: 16 → 14
  • Buff Back aerial landing lag: 19 → 16
  • Buff Down aerial landing lag: 28 → 23
  • Buff Double Edge Dance improved. The first hit hits one frame earlier (7 → 6), has one frame less of endlag both grounded and in the air (IASA: 42/32→ 41/31).


Moveset[edit]

  • For simplicity if, for example, Roy's blade does 6% damage while the tip does 4%, and the attack has no other hitboxes, it is written as 6%/4%.

For a gallery of Roy's hitboxes, see here.

  Name Damage Description
Neutral attack Slash (リフトスラッシュ, Lift Slash) 7.5%/4.8% A reversed gripped upward slash. Easily chains into itself, forward tilt and a grab at low percents, and his forward and up aerials at high percents. Starts at frame 5, making it a great tool for spacing, combos, and stopping approaches.
Forward tilt Sharp Edge (オーバーバッシュ, Over Bash) 12.5% (sweetspot), 9% (near), 8% (far) A reverse gripped downward slash. Very strong for a tilt attack, it usually KOs around 120% from center-stage when sweetspotted, making it a viable KO option. However, it has noticeable ending lag, making it punishable. The sweetspot is safe on shield if Roy does not directly touch the opponent's shield.
Up tilt Anti-air Slash (アンチエアスラッシュ) 12%/7% A reverse gripped overhead arcing slash. Very strong like his forward tilt, it usually KOs around 110% when sweetspotted. However, it has rather low horizontal range and high ending lag, which make it very punishable on shield.
Down tilt Low Stab (ロースラスト), Low Thrust) 11%/6.5% A kneeling thrust, identical to Marth and Lucina's down tilts, but with lower range. Has the lowest amount of ending lag out of his tilt attacks, and is useful for shield stabbing, edgeguarding or starting tech-chases thanks to it being a semi-spike. However, it has much less knockback growth than his other tilts.
Dash attack Raid Down (レイドダウン) 13%/9% An inward horizontal slash across the ground. It has good KO potential for a dash attack, KOing when sweetspotted around 130%; however, it has moderate start-up and high ending lag, making it very unsafe on shield.
Forward smash Power Slash (パワー スマッシュ) 20% (close), 17% (mid), 12% (far) Rotates his body to perform a lunging, two-handed downward slash. It is one of the strongest forward smashes in the game when sweetspotted, as it can KO as low as 40% with rage. It also has very long disjointed range due to Roy lunging while performing it, and it comes out on frame 14, which is rather fast for a smash attack of its power. However, it has high ending lag and its hitbox does not last long, which make it very punishable when whiffed. It is based on his regular attack as a Great Lord in Fire Emblem: The Binding Blade.
Up smash Flame Sword (フレイムソード) 1% (hit 1), 2% (hits 2-4), 10% (hit 5) An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. Powerful enough to KO middleweights around 100% while uncharged. Good for juggling opponents in the air, as it grants intangibility to Roy's arm throughout its duration. The attack's multiple hits transition faster if the initial portion of the thrust connects. The move also deals 1% more damage on an aerial opponent (for a total of 18% if all hits connect). High ending lag like his other smash attacks.
Down smash Whirlwind (ワールウインド) 15%/10% (front hit) 17%/11% (back hit) A kneeling outward slash in front of himself and then behind himself. Weaker than his other smash attacks, but it has the fastest start-up, and is useful for punishing rolls. Can KO uncharged around the 120% range if sweetspotted with the front hit, and around 100% sweetspotted with the back hit. While it has very quick start-up, it has the longest ending lag of all his smash attacks, which makes it very punishable when whiffed.
Neutral aerial Double Slash (ダブルスラッシュ) 6%/4% (hit 1), 8.5%/5% (hit 2) An inward slash followed by a spinning, outward slash. One of Roy's most useful spacing and combo options thanks to its quick start-up, long-lasting duration, and low landing lag. The second hit is capable of attacking behind him, and the sourspot can catch opponents before he lands. The first hit is risky due to its short range, but it is a surprisingly effective combo starter. Very useful for KO set-ups at high percents, as landing the first hit can lead into an up tilt, up smash, or Blazer.
Forward aerial Flag Cut (フラッグカット) 11%/7% A downward slash. It is fairly strong when sweetspotted, as it can KO opponents reliably while on-stage and especially off-stage. Good for air-to-air combat because of its low ending lag. It is possible to jump out of one from a short hop, and it can be used twice before landing from a jump. If performed fast enough, it can combo into itself when using his double jump.
Back aerial About Face (アッパースイング, Upper Swing) 12%/9% Rotates his body to perform an upward slash. It is stronger than forward aerial, and can KO opponents reliably while on-stage and especially off-stage. Covers good vertical and horizontal range, but has rather high ending lag. Like with Marth and Lucina's back aerials, it turns Roy around when used. Unlike their back aerials, however, its sourspot can lock opponents at medium percents if they miss a tech.
Up aerial Luna Slash (ルナスラッシュ) 9%/6% A backflipping, upward arcing slash. The weakest of Roy's aerials in terms of damage and knockback, but it is his fastest one, due to it coming out on frame 5 (the same as his neutral attack). Its large arc and speed also make it suitable for juggling and/or combos, as it is able to follow up with most of his grounded attacks at low percents while he is falling, and into his aerials at high percents. Its sourspot also has a long duration, which allows it to function as a KO set-up, such as into back aerial or Blazer.
Down aerial Half Moon (メテオドロップ, Meteor Drop) 15%/10% A two-handed, downward slash between his legs, similar to Ike's down aerial. It has a powerful meteor smash hitbox near the Binding Blade's hilt, while the rest of its blade launches opponents upward. KOs around 130% when sweetspotted on-stage. However, it has considerable ending and landing lag, which makes it risky to use off-stage, especially due to Roy's very high falling speed.
Grab Grab (つかみ) Reaches out with his free hand.
Pummel Grab Kneebutt (つかみニーバット) 2% A knee strike. A fairly fast pummel.
Forward throw Roll Over (ロールオーバー) 5% Spins and flings the opponent forward. While the throw only causes very low hitstun, its low ending lag and low knockback allow it to combo into a neutral attack or forward tilt at low percents, and a dash attack at medium percents. It can also potentially combo into a dashing up smash if the opponent does not react in time, and works very well as a set-up for a neutral aerial, which, when hit, can chain into even more combos. At high percents, it is also able to set up a tech-chase.
Back throw Leg Hooker (レッグフッカー) 5% Tosses the opponent behind himself. Has weak diagonal knockback that causes the throw to have a somewhat fixed trajectory even at high percents. Low hitstun like his other throws, but its angle allows Roy to read the opponent's reaction and capitalize on it. If the opponent does not expect it, this can lead into down aerial at low percents or a back aerial for a KO at high percents near the edge, although the latter requires precise timing.
Up throw Casting (キャスティング) 6% Heaves the opponent upward with his free hand. Like Marth and Lucina's up throws, it is Roy's only throw with KO potential, although it starts KOing slightly later in comparison (at around 170%).
Down throw Slam (グラブドロップ, Grab Drop) 5% A one-armed body slam. Aesthetically, it appears almost identical to forward throw, with its only difference being a shockwave effect to indicate the opponent hitting the ground. Mechanically, it functions much differently, as it launches the opponent directly above Roy and is a true combo into Blazer on most characters up to medium percents. Like Roy's forward throw, this throw causes very low hitstun, but its low base knockback and low knockback growth allow it to combo into neutral attack, up tilt and forward tilt at low percents, with the neutral attack combo allowing for the possibility of chaining into another grab if the opponent does not react in time. It can also combo into a neutral aerial, forward aerial and up aerial at medium percents.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets up while slashing to the left and then to the right.
Floor attack (back)
Floor getups (back)
  7% Gets into a kneeling position and then slices around himself as he gets up.
Floor attack (trip)
Floor getups (trip)
  5% Hops briskly to his feet to perform a thrust to the left and a slash to the right.
Edge attack
Edge getups
  8% Performs an outward slash while climbing up.
Neutral special Flare Blade 6%-45%, 50% (fully charged sweetspot), 36% (fully charged sourspot) Rears back and ignites the Binding Blade's blade before performing a lunging, two-handed downward slash that generates an explosion. Functions similarly to Eruption, as it can be charged before unleashing the explosion, with the explosion's size growing as it charges. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it is capable of one-hit KOing all but Shulk with the Shield Art active and Bowser from center-stage. To further supplement its power, it has surprisingly minimal ending lag, as Roy is able to act out of it almost immediately. However, a fully charged explosion deals 10% recoil damage. The fully charged explosion also has a sourspot at its edges that deals much less damage and knockback and is not a OHKO, though it is still powerful enough to KO at 41%. It is possibly Roy's best option to use to punish a stunned opponent because of its OHKO potential when fully charged, especially considering Roy's good shield pressuring potential.
Side special Double-Edge Dance Varies A combination of sword swings, which can be influenced by directional inputs. Its animations are identical to Dancing Blade and its first hit stalls Roy's descent, although it is largely ineffective for recovery because of his falling speed being much faster than Marth and Lucina's. However, its overall knockback is slightly stronger than Dancing Blade, and the last hit of each variation deals flame damage unlike Dancing Blade because of the Binding Blade's blade igniting.
Up special Blazer 5.5% (grounded hit 1), 4.5% (aerial hit 1), 1.1% (grounded hits 2-4), 1% (aerial hits 2-4), 8% (grounded hit 5), 6% (aerial hit 5) A jumping reverse gripped slash, which ignites the Binding Blade's blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. A viable out of shield and KOing option, its grounded version is more powerful, as it KOs around 110% if all hits connect. Its grounded version also grants brief super armor at its beginning. However, it is a sub-par recovery option, due to it covering decent horizontal distance, but very minimal vertical distance.
Down special Counter 1.35× (minimum 9%) Parries and then counterattacks against any incoming attacks with an outward slash that ignites the Binding Blade's blade. It has the highest damage multiplier of any counterattack in the game by default, with only Vision surpassing it while the Buster Art is active. However, its counter window is relatively short, and it is tied with Double Team for having the third highest amount of start-up lag out of every counterattack in the game. Roy may also say "いまだ!" ("Now!") or "そこ!" ("There!") if successful. Its counterattack is based on his long-ranged basic attack with the Binding Blade.
Final Smash Critical Hit 1% (hits 1-10), 35% (hit 11) Swings the Binding Blade in a circular motion, which ignites its blade, before performing a two-handed, downward slash that generates a powerful explosion. Unlike Marth and Lucina's Critical Hit, Roy's is not a one-hit KO. The circular swing can hit up to four times from the front, though it can hit up to ten times if performed on an opponent behind Roy. It is based on the Binding Blade's ranged attack in The Binding Blade.
Double-Edge Dance
Hit Damage Description
First Hit (Neutral) 3%/2% A downwards slash towards the left while stepping forwards.
Second Hit (Up) 3%/2% Does an upwards lifting slash.
Second Hit (Neutral) 3%/2% Does a right-to-left swiping stab angled slightly downwards.
Third Hit (Up) 4%/3% Turns his body and swings upwards.
Third Hit (Neutral) 4%/3% Does an upwards swing while stepping forward.
Third Hit (Down) 4%/3% Steps forward and does a backhanded stab towards the ground before twirling.
Fourth Hit (Up) 7%/5% Performs a twirling overhead half-moon slash.
Fourth Hit (Neutral) 6%/4% Twirls counterclockwise and produces a strong downward.
Fourth Hit (Down) 2% (hit 1-4), 5%/3% (hit 5) Steps forward, bends close to the ground, and does a flurry of five stabs. The last hit launches opponents away.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 95 1.4 – Initial dash
1.95 – Run
1.15 0.06 0.005 1.24 0.02 – Base
0.03 – Additional
0.114 1.8 – Base
2.9Fast-fall
5 30.969999 - Base
13 - Short hop
28

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Warps onto the stage using warp magic while crouching, with the Binding Blade stuck in the ground when he appears. He then pulls it out with a flourish before assuming his idle stance.
RoyOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Triumphantly holds the Binding Blade overhead.
  • Side taunt: Winds back before striking a pose while holding the Binding Blade in a reverse grip while saying "僕は負けない!" ("I won't lose!") This line was one of his victory quotes in Melee.
  • Down taunt: Kneels and twirls the Binding Blade behind himself while yelling "Heee-ya!" This taunt returns from Melee.
Up taunt Side taunt Down taunt
RoyUpTauntSSB4.gif RoySideTauntSSB4.gif RoyDownTauntSSB4.gif

Idle poses[edit]

  • Pumps his fist while smiling.
  • Rubs the edge of the Binding Blade.
RoyIdlePose1WiiU.jpg RoyIdlePose2WiiU.jpg

Crowd cheer[edit]

English Japanese
Cheer
Description Roy's our boy! Roy! Roy! Roy!
Pitch Female Female

Victory poses[edit]

An orchestral excerpt of the title theme from Fire Emblem: Shadow Dragon and the Blade of Light, which has since become the main theme of the Fire Emblem series.
  • Swings the Binding Blade once over his shoulder, then swings it down and behind him while facing left with his free hand clenched, saying 真の戦いは、これからだ ("The real battle is yet to come.")
  • Spins the Binding Blade one and a half times and then sheaths it, saying "苦しい戦いだった" ("That was a difficult battle.") This replaces his victory animation from Melee, where he plunged the Binding Blade into the ground.
  • Flourishes the Binding Blade in a circle before posing with it by his side, saying "守るべきもののために、負けられない!" ("For the sake of those I must protect, I will not lose!")
RoyPose1WiiU.gif RoyPose2WiiU.gif RoyPose3WiiU.gif

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Roy players (SSB4)

  • Mexico Cloudy - The greatest Roy player of all-time. He is best known for many noteworthy performances in Mexico, ranking top 10 in the country for most of Smash 4 and placing 2nd at Smash Fest 3, defeating several of Mexico's best players including Maister and Chag, as well as 9th at Smash Factor 6, defeating Kameme. He seldomly left Mexico, with his most notable out-of-region performance being 33rd at 2GGC: Fire Emblem Saga.
  • Japan komorikiri - Better known for using Cloud and Sonic, but had a noteworthy Roy secondary used in the latter half of 2017, most notably to defeat CaptainZack at the 2GG Championship. In addition, he used exclusively Roy to place 5th at Sumabato 20 and 9th at Sumabato 21, some of the best solo placements for a Roy player at ranked events.
  • France TheFlow - The best Roy player in Europe, ranking 30th on the European Smash 4 Power Rankings. He is best known for placing 7th at Albion 3 and regularly placing highly at French events, including winning several Neokan weeklies and placing 4th at Big Wanted #1 and 5th at WANTED 9: Hollywood Edition.
  • USA Hyper Kirby - The best Roy player in the United States, often considered a mid-tier hidden boss, as his tournament activity was mostly in Georgia. He often placed top 3 at Gwinnett Brawl events, and as a result, was able to defeat Georgia's PGR-ranked players ScAtt and Fatality numerous times. His 17th-place finish at MomoCon 2017 marks the best placement from a Roy player at a major, and he had also placed 25th at both DreamHack Atlanta 2017 and MomoCon 2018.
  • USA Ryo - Used Roy as a secondary to his Ike, and was known for his advancements to Roy's metagame. He placed 9th at Super Smash Con 2016, 25th at CEO 2017, and 33rd at 2GGT: ZeRo Saga; however, those events were primarily with Ike.

Tier placement and history[edit]

Throughout the game’s competitive lifespan, Roy's standing relative to the cast was among divisive compared to most of the cast. Upon his release, Roy was perceived very positively among the community; players almost immediately recognized his powerful offense due to the prominent strengths of his sweetspotted attacks, heavily damaging throw set-ups, and significantly improved mobility. These views were especially noted because his semi-clone Marth, and by extension Marth's clone Lucina, were considered poor characters at the time. As such, many in the community believed that Roy was a viable character, with some even claiming him to be the premier swordfighter in the game. This perception, however, was heavily disputed due to his low representation for a perceived high-tier and difficulty in initiating combo setups. Further supporting the disputers were the buffs to characters considered worse than Roy in later updates, with a corresponding increase in tournament results and representation. Conversely, Roy's representation remained unimpressive, and his vulnerability to combos, weak recovery, and an ineffective close-ranged playstyle due to his poor approach and unimpressive range became more apparent as time went on. As such, opinions on Roy quickly declined, and he was ranked 32nd on the first 4BR tier list, placing him at the top of the low-tier.

Update 1.1.4 granted Marth and Lucina major buffs that significantly increased their effectiveness, allowing both characters, especially Marth, to receive improved results, eventually leading to their viability reassessments. Conversely, Roy only gained minor landing lag decreases to his aerials, and as such, remained a low-tier character due to the minimal effectiveness of his buffs from update 1.1.4. The lack of significant breakthroughs to his lackluster approaches and middling combo game only served to further damage Roy's negative perception, and he plummeted on the second tier list to 50th, placing him at the bottom of the low-tier.

After the second tier list, Roy was finally able to see some advancements in his metagames thanks to dedicated players, allowing his representation to improve ever-so slightly. Ryo's secondary Roy, which allowed him to place 9th at Super Smash Con 2016, was one of the first noteworthy performances for Roy, and additional secondary usage and noteworthy regional performances allowed him to rise to 44th on the third tier list. 2017, however, was by far the best year for Roy yet, as it featured several high major placements from Hyper Kirby, Cloudy's run to 9th at Smash Factor 6 defeating Kameme, and komorikiri successfully using solo-Roy at several Sumabato events and defeating CaptainZack at 2GG Championship. Despite this success, Roy only rose slightly to 41st on the fourth and final tier list, though due to the expansion of the tiers, he is now ranked as a mid-tier character. While a number of top players consider his placement to be accurate due to his polarized toolkit causing him to struggle against numerous characters, many other players agreed that Roy could potentially rise just a bit higher thanks to his good power and mobility, as well as impressive results at smaller yet notable events such as Cloudy's run to 2nd at Smash Fest 3 and TheFlow's run to 7th at Albion 2.

In Solo Modes[edit]

All-Star Mode[edit]

In All-Star Mode, Roy is fought in Stage 6 in the 3DS version or Stage 2 in the Wii U version if he has been downloaded.

Congratulations screens[edit]

3DS[edit]

Wii U[edit]

Trophies[edit]

Roy's default trophy is obtained by clearing Classic Mode as Roy. His alternate trophy is obtained by clearing All-Star Mode as Roy in the 3DS version or booting up the game after downloading Roy in the Wii U version. The Critical Hit (Roy) trophy is obtained only in the Wii U version by clearing All-Star Mode as Roy.

3DS Classic Mode trophy
Wii U Classic Mode trophy
Roy
Roy, the main character of Fire Emblem: The Binding Blade, returns for the first time since Melee! In The Binding Blade, Roy led the troops of Pherae into battle in his ailing father's stead, and now he brings his speed and talent for short-range combat into this game. His sword, the Sword of Seals, is uniquely powerful at the base of the blade.
GB Advance: Fire Emblem: The Binding Blade (2002 (JP))
3DS All-Star Mode trophy
Wii U alternate trophy
Roy (Alt.)
Flare Blade creates an explosion in front of Roy that can be charged by holding down the button. Take care, though, because at the highest levels of charge, Roy himself will catch fire and take damage! His side special, Double-Edge Dance, changes for each strike after the first depending on whether you hold up or down while attacking.
GB Advance: Fire Emblem: The Binding Blade (2002 (JP))
Critical Hit (Roy) trophy
Critical Hit (Roy)
NTSC For Roy's Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him, and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own but doesn't have much range, so make sure you're close enough to hit your enemies with the full combo and really seal their fate!
PAL For Roy's Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own, but doesn't have much range, so make sure you're close enough to hit your enemies with the full combo and really seal their fate!

Alternate costumes[edit]

Roy Palette (SSB4).png
Roy (SSB4) Roy (SSB4) Roy (SSB4) Roy (SSB4) Roy (SSB4) Roy (SSB4) Roy (SSB4) Roy (SSB4)

Reveal trailer[edit]

Gallery[edit]

Trivia[edit]

  • Roy and Ryu are the only DLC characters to be released on the same day as their announcement.
  • Roy's pose in his official art is nearly identical to his pose in his official art for Melee.
  • Roy is the only one of the DLC veterans to not have had a trophy depicting them in the base game.
  • Aspects of Roy's sound design have been carried over from Melee:
    • All of his sourspotted attacks emit a punch/kick sound effect, instead of a slash sound effect.
    • He uses different voice clips when using battering items.
    • When he is dizzy, his corresponding voice clip loops constantly, instead of playing only once.
    • He uses more than one voice clip for his smash attacks.
    • He only has one voice clip for taking light knockback (shared with Mario, Kirby, Dr. Mario, Ness and Mewtwo).
    • He only has one voice clip upon being blast KO'd (also shared with Mewtwo, as well as Jigglypuff and Bayonetta).
  • Roy's up smash, Flame Sword, shares the same name as Mega Man's forward aerial.
  • Like Marth in his transition from Melee to Brawl, Roy's first and third victory poses have swapped quotes.
  • If Roy's on-screen appearance occurs on one of Distant Planet's leaf platforms, he will descend with the leaf, but the Binding Blade will remain stationary in the air until it returns to Roy once the battle actually starts.
  • Roy, Ryu, Cloud, Corrin, and Bayonetta's voice clips are in much lower quality than the rest of the cast in Super Smash Bros. for Nintendo 3DS.
  • Roy's new Final Smash is less powerful than his fully-charged Flare Blade.
  • Roy is one of only two characters in the Super Smash Bros. series to have the same name as another playable fighter, his counterpart being the Koopaling named Roy Koopa. This is referenced in an official image on the Super Smash Bros. 4 website.
    • Additionally, despite having the same name, the announcer has two different voice clips for announcing Fire Emblem Roy's and Roy Koopa's names.
  • Roy is the only DLC fighter in the series to not have a projectile of any sort.

References[edit]