Super Smash Bros. 4

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(Mii Swordfighter tho. After a large investigation, which impressively took much more negative points than positive ones, I have finally come to a conclusion: Roy was nerfed.)
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Roy's attributes give him a different playstyle from Marth. Roy's attacks generally have quick startup, and his high speed allows him to get in close to his opponent. His neutral aerial is perhaps his most versatile move. Its low startup, decent-lasting hitbox, and low landing lag make it an effective approach option, as well as a quick way to clear space, and it can start combos. His down tilt, with its quick startup, low ending lag, and deceptive range, is useful for poking at the opponent and pressuring shields. Once Roy finds an opening, he has several ways in which to rack up damage. His jab is quick and can easily lead into other moves, including his throws. His down and forward throws send opponents at favorable angles, and can combo into his neutral attack, dash attack, forward tilt, neutral aerial, and [[Double-Edge Dance]]. Roy's neutral aerial is also a great combo tool, complementing his high air speed by chaining into itself out of short hops and following up with his other aerials. His inversed sweetspot also helps with this. Since it is much larger than Marth's sweetspot, he on average gets much more damage from his combos than Marth, who requires careful spacing for the same effect. As such, Roy has an easier time closing in on the opponent and racking up damage compared to Marth.
Roy's attributes give him a different playstyle from Marth. Roy's attacks generally have quick startup, and his high speed allows him to get in close to his opponent. His neutral aerial is perhaps his most versatile move. Its low startup, decent-lasting hitbox, and low landing lag make it an effective approach option, as well as a quick way to clear space, and it can start combos. His down tilt, with its quick startup, low ending lag, and deceptive range, is useful for poking at the opponent and pressuring shields. Once Roy finds an opening, he has several ways in which to rack up damage. His jab is quick and can easily lead into other moves, including his throws. His down and forward throws send opponents at favorable angles, and can combo into his neutral attack, dash attack, forward tilt, neutral aerial, and [[Double-Edge Dance]]. Roy's neutral aerial is also a great combo tool, complementing his high air speed by chaining into itself out of short hops and following up with his other aerials. His inversed sweetspot also helps with this. Since it is much larger than Marth's sweetspot, he on average gets much more damage from his combos than Marth, who requires careful spacing for the same effect. As such, Roy has an easier time closing in on the opponent and racking up damage compared to Marth.


Roy also boasts an array of KOing options, with almost all of his sweetspotted attacks capable of KOing below 130%. However, he does not suffer from the penalties other characters with powerful movesets have, namely the generally slow endlag of their moves. His attacks are also less polarizing than Marth's, as most of them include an additional hitbox in the center of the blade that is stronger than the sourspot but weaker than the sweetspot, and so Roy does not require precise spacing to reliably land a KO blow. While on the stage, his best KOing options are his forward tilt, forward smash, up tilt and [[Blazer]], due to their fast startup and high power. Blazer is additionally an excellent [[out of shield]] option as it gives him access to super armor on startup. His disjointed hitboxes grant him an effective off-stage game as well. His forward and back aerials are quick, and cover wide arcs, and his down aerial is a moderately fast and powerful [[meteor smash]]. [[Flare Blade]] is deadly against opponents who try to sweetspot the ledge, courtesy of its charging ability, incredible power, huge hitbox, and deceptively low ending lag. And finally, his [[Counter]] scales with the power of the countered attack and can kill at absurdly early percents due to its higher multiplier than Marth's (dealing 1.35x the damage absorbed along with the [[flame]] effect), making it a feared finishing move if used properly. Roy's average weight and fast falling speed give him strong endurance, and he can make great use of [[rage]], which further enhances the knockback of his already powerful moves.
Roy also boasts an array of KOing options, with almost all of his sweetspotted attacks capable of KOing below 130%. However, he does not suffer from the penalties other characters with powerful movesets have, namely the generally slow endlag of their moves. His attacks are also less polarizing than Marth's, as most of them include an additional hitbox in the center of the blade that is stronger than the sourspot but weaker than the sweetspot, and so Roy does not require precise spacing to reliably land a KO blow. While on the stage, his best KOing options are his forward tilt, forward smash, up tilt and [[Blazer]], due to their fast startup and high power. Blazer is additionally an excellent [[out of shield]] option as it gives him access to super armor on startup. His disjointed hitboxes grant him an effective off-stage game as well. His forward and back aerials are quick, and cover wide arcs, and his down aerial is a moderately fast and powerful [[meteor smash]]. [[Flare Blade]] is deadly against opponents who try to sweetspot the ledge, courtesy of its charging ability, incredible power, huge hitbox, and deceptively low ending lag. And finally, his [[Counter]] scales with the power of the countered attack and can kill at absurdly early percents due to its higher multiplier than Marth's (dealing 1.35x the damage absorbed along with the [[flame]] effect), making it a feared finishing move if used properly. Roy's average weight and fast falling speed give him strong on-stage endurance, and he can make great use of [[rage]], which further enhances the knockback of his already powerful moves.


However, Roy is held back by a number of flaws. While his hilt mechanic is one of his greatest strengths, it also forces him to fight extremely close to his opponent in order to be utilized to its fullest. This is further compounded by his [[range]] being shorter than Marth's, but also results in a whiffed move on Roy's part leaving him heavily open to [[punishment]]. His moves have high ending lag, and so when combined with his need to fight close, Roy cannot space out his opponents as effectively as other sword characters, while also being unable to safely rush-down his foes. He also suffers from a predictable approach despite his good mobility, since he has no quick options with which to close in and pressure the opponent outside of his neutral aerial, and this is made worse by his lack of a projectile. His high air speed is offset by his poor aerial acceleration, making his aerial approach highly committal in general, in a similar line to {{SSB4|Ryu}}.  
However, Roy is held back by a large number of flaws. While his hilt mechanic is one of his greatest strengths, it also forces him to fight extremely close to his opponent in order to be utilized to its fullest. This is further compounded by his [[range]] being shorter than Marth's, but also results in a whiffed move on Roy's part leaving him heavily open to [[punishment]]. His moves have high ending lag, and so when combined with his need to fight close, Roy cannot space out his opponents as effectively as other sword characters, while also being unable to safely rush-down his foes. He also suffers from a predictable approach despite his good mobility, since he has no quick options with which to close in and pressure the opponent outside of his neutral aerial, and this is made worse by his lack of a projectile. His high air speed is offset by his poor aerial acceleration, making his aerial approach highly committal in general, in a similar line to {{SSB4|Ryu}}.  


While his combo game is notably better than Marth's, it still has its flaws. Roy's moves have high ending lag, his down throw has low [[hitstun]], and his forward throw follow-ups can be teched out of. His reverse tipper mechanic can hinder him here, as the sourspots of his sword strikes have rather low hitstun; his jab is the best example of this, as its sourspot has low hitstun while sending the opponent at a horizontal angle that is unfavorable for combos. These factors give Roy a mediocre combo game past low percents and often force him to rely on [[read]]s for follow-ups, especially on floaty characters, and can sometimes give him trouble KOing despite his fearsome power, as outside the predictable first hit of his neutral aerial, he has no guaranteed setups into his KO moves.
While his combo game is notably better than Marth's, it still has its flaws. Roy's moves have high ending lag, his down throw has low [[hitstun]], and his forward throw follow-ups can be teched out of. His reverse tipper mechanic can hinder him here, as the sourspots of his sword strikes have rather low hitstun; his jab is the best example of this, as its sourspot has low hitstun while sending the opponent at a horizontal angle that is unfavorable for combos. These factors give Roy a mediocre combo game past low percents and often force him to rely on [[read]]s for follow-ups, especially on floaty characters, and can sometimes give him trouble KOing despite his fearsome power, as outside the predictable first hit of his neutral aerial, he has no guaranteed setups into his KO moves.


Roy's most glaring flaw is his [[recovery]]. Though Blazer offers excellent protection, can be angled, and grants decent horizontal distance, it gives little vertical recovery. Combined with his high falling speed, this leaves him helpless against meteor smashes, and even a solid [[semi-spike]] can launch him too far to recover. Additionally, players unaccustomed to his falling speed will quickly find that any misused aerial off-stage will send him too far down to recover. Roy's high falling speed leads to another problem: he is very susceptible to [[combos]] while onstage. None of his moves are generally reliable enough to break combos. Many characters with reliable combo moves can thus rack up large amounts of damage and easily force him off-stage, where he could potentially lose his stock if dealt with accordingly.  
Roy's most glaring flaw is his [[recovery]]. Though Blazer offers excellent protection, can be angled, and grants decent horizontal distance, it gives little vertical recovery. Combined with his high falling speed, this leaves him helpless against meteor smashes, and even a solid [[semi-spike]] can launch him too far to recover. Additionally, players unaccustomed to his falling speed will quickly find that any misused aerial off-stage will send him too far down to recover. Roy's high falling speed leads to another problem: he is very susceptible to [[combos]] while onstage. None of his moves are generally reliable enough to break combos. Many characters with reliable combo moves can thus rack up large amounts of damage and easily force him off-stage, where he could potentially lose his stock if dealt with accordingly. Finally, due to his status as a DLC character, Roy does not have any custom moves, significantly limiting him in tournaments allowing custom specials; while this is a problem shared with other DLC characters, it affects Roy the most due to his weaknesses remaining intact, especially compared to the other DLC characters' weaknesses.


Overall, Roy's strengths are generally considered to be on par with his weaknesses. He boasts excellent speed and power, with a decent combo and edge-guarding game, but suffers from his own vulnerability to combos from several characters like {{SSB4|Fox}} and {{SSB4|Captain Falcon}}, as well as a poor recovery, predictable [[approach]], difficulty KOing, and ironically short range for a swordsman, making him akin to a rushdown and/or glass cannon fighter archetypes. Despite initially being viewed as a threatening, viable high-tier character and possibly the best swordsman in the game, he has become infamous for having the worst tournament representation of the entire cast, as he has little to no use from professional players other than {{Sm|All Might}} or {{Sm|Sethlon}}, and thus lacks noteworthy results. However, Roy's standing relative to the cast is among the most contentious of all characters, as while some players believe he has the potential to compete in tournaments, others argue he should be placed even lower, with professional players such as {{Sm|Abadango}} and {{Sm|Dabuz}} believing Roy to be among the worst characters in the game. This highly contrasts the early views on his viability, as many people (including smashers like {{Sm|ZeRo}}) initially considered him a viable character. As such, Roy's placement remains a topic of significant debate among players.
Overall, Roy's strengths are generally considered to outweigh his weaknesses. He boasts excellent speed and power, with a decent combo and edge-guarding game, but suffers from his own vulnerability to combos from several characters like {{SSB4|Fox}} and {{SSB4|Captain Falcon}}, as well as a poor recovery, predictable [[approach]], difficulty KOing, and ironically short range for a swordsman, making him akin to a rushdown and/or glass cannon fighter archetypes. Despite initially being viewed as a threatening, viable high-tier character and possibly the best swordsman in the game, he has become infamous for having the worst tournament representation of all DLC characters, as he has little to no use from professional players other than {{Sm|All Might}} or {{Sm|Sethlon}}, and thus lacks noteworthy results. However, Roy's standing relative to the cast is among the most contentious of all characters, as while some players believe he could have the potential to compete in tournaments, most others argue he should be placed even lower, with professional players such as {{Sm|Abadango}} and {{Sm|Dabuz}} believing Roy to be among the worst characters in the game. This highly contrasts the early views on his viability, as many people (including smashers like {{Sm|ZeRo}}) initially considered him a viable character. As such, Roy's placement remains a topic of significant debate among players.


==Changes from ''Melee''==
==Changes from ''Melee''==
While he was seen as a low tier character in ''Melee'', Roy has got a mix of buffs and nerfs in the transition to ''SSB4'', but was directly buffed overall. His mobility has been greatly improved, now with a faster dashing speed and one of the fastest air speeds in the game. His moveset is notably more rewarding than in ''Melee'', as most of his moves deal more damage, and his sweetspotted attacks are considerably more powerful, which gives him many more KOing options, and generally alleviates his main weakness from ''Melee''. His attack speed is overall faster, with his aerials in particular having significantly reduced ending and landing lag. As a result, his improved air game benefits his combo ability. Lastly, the addition of [[rage]], along with his heavier weight, boosts his KO power even further.
Roy is one of the few characters to have received some of the most noticeable changes in his transition to ''SSB4'' (alonside {{SSB4|Charizard}}, {{SSB4|King Dedede}}, {{SSB4|Pit}} and fellow ''Melee veteran {{SSB4|Dr. Mario}}), with several of his moves being decloned from Marth, to the point he is now considered a semi-clone rather than a clone. Roy has also got a mix of buffs and nerfs in the transition to ''SSB4'', despite being a low tier character in ''Melee'', though while he was objectively buffed overall, the changes to game physics and his other nerfs are more than enough to make up for the buffs he has received. As a result, he seems to have been nerfed overall.


However, Roy has also received significant nerfs. Despite having a larger hurtbox, his attacks have much shorter range and hitbox durations, enforcing him to fight much closer to the opponent. For the most part, Roy is also affected adversely by gameplay changes: the lack of [[wavedashing]] and [[L-cancelling]] noticeably worsens his approach, along with the weakening of [[dash-dancing]], and the loss of these techniques only compounds his decreased range. Finally, Roy's already poor recovery has been both buffed and nerfed: his air speed is higher and his falling speed is slower, and [[Blazer]] gives more horizontal distance, but it also covers less vertical distance, and [[Double-Edge Dance]] can no longer be used to slow his falling speed. And since the cast falls generally slower, Roy's slower falling speed does not really provide a noticeable benefit as he is still easy to combo. As a result, along with the removal of [[meteor cancelling]] and the improved recoveries of the rest of the cast, Roy is arguably easier to edgeguard than in ''Melee''.
First of all, Roy has received massive, noticeable buffs. His mobility has been greatly improved, now having a faster dashing speed and one of the fastest air speeds in the game. His moveset is 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, all of which improve his up-close and combo games. His moves also deal more damage, and his sweetspotted attacks are considerably more powerful, which gives him many more KOing options, and generally alleviates his main weakness from ''Melee''. His attack speed is overall faster, with his aerials in particular having significantly reduced ending and landing lag. As a result, his improved air game benefits his combo ability. Lastly, the addition of [[rage]], along with his heavier weight, boosts his KO power even further.


Overall, Roy's strengths and weaknesses are more pronounced than in ''Melee'': his sweetspotted attacks are much more rewarding than in the previous game, but due to his decreased range, he has to fight even closer to his opponents in order to rack up damage, and his standing relative to the cast is highly debatable, since most veterans were buffed to varying degrees.
However, Roy has also received significant nerfs: Roy now stands at Marth's height, which increases his hurtbox, though despite this change, his attacks have much shorter reach and hitbox durations, enforcing him to fight even closer to the opponent, exacerbating one of his other weaknesses in ''Melee''. For the most part, Roy is also affected adversely by gameplay changes: the loss of [[wavedashing]] and [[L-cancelling]] noticeably worsens his approach, along with the weakening of [[dash-dancing]], and they also compound his decreased reach. Most characters have also had the reach on their attacks increased, like {{SSB4|Donkey Kong}}, {{SSB4|Bowser}} and ironically enough, {{SSB4|Marth}}. Roy's already poor recovery has been both buffed and nerfed: his air speed is higher and his falling speed is slower, and [[Blazer]] gives more horizontal distance, but it also covers less vertical distance, and [[Double-Edge Dance]] can no longer be used to slow his falling speed. And since the cast falls generally slower, Roy's slower falling speed does not really provide a noticeable benefit. Along with the removal of [[meteor cancelling]] and the improved recoveries of the rest of the cast, Roy is arguably easier to edgeguard than in ''Melee''. Finally, despite the slower falling speeds in the game compared to ''Melee'', Roy is still easy to combo, though since he is heavier than in ''Melee'', as well as a large portion of the easier to combo characters falling slower or being lighter than him, he is now one of the easiest characters to combo in the game relative to the cast, while he still does not possess a reliable move to break a combo. As a result of the previous two changes, Roy is arguably frailer than in ''Melee'', despite his stronger on-stage endurance.
 
Overall, Roy's strengths and weaknesses are more pronounced than in ''Melee'': while his sweetspotted attacks are more rewarding than in the previous game, he has to fight even closer to his opponents in order to rack up damage due to his decreased reach, while his subpar survivability further compounds this issue. Due to this, it is generally agreed Roy has not significantly improved since ''Melee'', much less considering most veterans being buffed to varying degrees.


===Aesthetics===
===Aesthetics===
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===Attributes===
===Attributes===
*{{buff|Roy is [[weight|heavier]] (85 → 95). As such, his heavier weight improves his endurance.}}
*{{change|Roy is [[weight|heavier]] (85 → 95), improving his endurance, but making him even easier to combo.}}
*{{nerf|Roy [[walk]]s slower (1.2 → 1.15).}}
*{{nerf|Roy [[walk]]s slower (1.2 → 1.15).}}
*{{buff|Roy [[dash]]es faster (1.61 → 1.95), surpassing Marth and giving him the eleventh fastest dashing speed in the game.}}
*{{buff|Roy [[dash]]es faster (1.61 → 1.95), surpassing Marth and giving him the eleventh fastest dashing speed in the game.}}
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*{{nerf|Due to the aforementioned alterations to his sword swings, many of Roy's attacks have altered hitbox placements compared to Marth's and decreased hitbox sizes.}}
*{{nerf|Due to the aforementioned alterations to his sword swings, many of Roy's attacks have altered hitbox placements compared to Marth's and decreased hitbox sizes.}}
*{{nerf|Roy now stands at Marth's height, which makes his hurtbox bigger. Despite this, he still has less range than Marth due to altered hitbox placements.}}
*{{nerf|Roy now stands at Marth's height, which makes his hurtbox bigger. Despite this, he still has less range than Marth due to altered hitbox placements.}}
*{{nerf|The removal of [[wavedash]]ing and the weakening of [[dash-dancing]] have crippled Roy's neutral and approach games, due to to his heavy reliance on them in ''Melee''.}}
*{{nerf|The removal of [[wavedash]]ing and the weakening of [[dash-dancing]] have worsened Roy's neutral and approach games, due to to his heavy reliance on them in ''Melee''.}}
*{{change|The removal of [[chain grab]]bing both helps and hinders Roy. While it has weakened his damaging racking ability, it also means that he is no longer susceptible to being chain grabbed himself. Additionally, his high falling speed results in him no longer being susceptible to pseudo-chain grabs.}}
*{{change|The removal of [[chain grab]]bing both helps and hinders Roy. While it has weakened his damaging racking ability, it also means that he is no longer susceptible to being chain grabbed himself. Additionally, his high falling speed results in him no longer being susceptible to pseudo-chain grabs.}}



Revision as of 13:26, May 27, 2016

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, please see Bowser Jr. (SSB4).
Roy
in Super Smash Bros. 4
Roy SSB4.png
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in Melee


Availability Downloadable
Final Smash Critical Hit
Tier F (32)
Roy (SSB4)
Roy Seals the Deal!
—Introduction tagline

Roy (ロイ, Roy) is a playable character in Super Smash Bros. 4. He is the third downloadable character released and the final downloadable veteran. First leaked through data mining of the 1.0.6 update, Roy was revealed and released alongside Lucas and Ryu on June 14th, 2015. Roy is once again voiced by Jun Fukuyama, who reprises his role from Melee by mimicking some of his voice clips from Melee as well as providing some new ones.

Roy currently ranks 32nd on the SSB4 tier list, placing him at the top of the F tier and thus making him the highest ranking low-tier character. This is a substantial improvement from his previous placement in Melee, where he was ranked 20th out of 26. Roy has been refined and polished from Melee to provide a more defined playstyle and has been given new attributes and characteristics that complement it well. His ferocity can be attributed to his mobility, now among the best in the game with among the fastest ground and aerial speeds. But his biggest draw is his inverse tipper mechanic, which emphasizes the power of his sword attacks near the hilt of his blade and results in his sweetspotted attacks being relatively easy to land. His attacks also have quick startup and terrific power overall, as the majority of them are capable of KOing at realistic percents and grant him decent edgeguarding and punishing capabilities. He possesses a highly versatile attack in his neutral aerial, as it can function as an approach, spacing, and combo option; this in turn contributes to an effective combo game at low to medium percents, as well as a few KO setups, like neutral attack to Blazer.

However, Roy does retain weaknesses from Melee. He suffers from a slightly below average neutral game, since he has very few safe approach options and lacks a projectile. He has poor combo ability past low percents, largely due to the high knockback of his moves, and this results in him having risky KOing potential, as most of his finishers have high ending lag, and therefore easily punishable and make it harder to land (which are easy in general), as he requires sweetspots and has almost no guaranteed setups into his KO moves. He is also an easy combo target himself due to his falling speed and tall stature. This is exacerbated by his hilt mechanic, which forces him to fight very close to his opponents, offering them many opportunities to punish him should Roy mess up a desired attack. Despite his high air speed, Roy's recovery is among the worst in the game, as Blazer is his only recovery option and does not grant enough distance. Overall, Roy's current tier position is a subject of debate among top players, as he has essentially no results or representation in competitive play.

Attributes

Roy's moveset design is mostly based off of his base character Marth, but with a number of differences and other fine components, the most notable of which is his inverse of Marth's tipper mechanic: his Sword of Seals deals more damage and knockback near its hilt and much less at the blade's tip compared to Marth's Falchion. Roy's attributes are also very different: he has better mobility overall, with an above average walking speed, a fast dashing speed, the fourth fastest air speed, and the fifth fastest falling speed, along with average weight. However, Roy is tied for the longest initial dash animation (17 frames), giving him a poor shield buffer out of his dash, and his air acceleration is among the worst in the game. In addition, many of his attack animations were changed from Melee and now properly align with their hitboxes. These changes have resulted in him becoming a semi-clone of Marth rather than a true clone.

Roy's attributes give him a different playstyle from Marth. Roy's attacks generally have quick startup, and his high speed allows him to get in close to his opponent. His neutral aerial is perhaps his most versatile move. Its low startup, decent-lasting hitbox, and low landing lag make it an effective approach option, as well as a quick way to clear space, and it can start combos. His down tilt, with its quick startup, low ending lag, and deceptive range, is useful for poking at the opponent and pressuring shields. Once Roy finds an opening, he has several ways in which to rack up damage. His jab is quick and can easily lead into other moves, including his throws. His down and forward throws send opponents at favorable angles, and can combo into his neutral attack, dash attack, forward tilt, neutral aerial, and Double-Edge Dance. Roy's neutral aerial is also a great combo tool, complementing his high air speed by chaining into itself out of short hops and following up with his other aerials. His inversed sweetspot also helps with this. Since it is much larger than Marth's sweetspot, he on average gets much more damage from his combos than Marth, who requires careful spacing for the same effect. As such, Roy has an easier time closing in on the opponent and racking up damage compared to Marth.

Roy also boasts an array of KOing options, with almost all of his sweetspotted attacks capable of KOing below 130%. However, he does not suffer from the penalties other characters with powerful movesets have, namely the generally slow endlag of their moves. His attacks are also less polarizing than Marth's, as most of them include an additional hitbox in the center of the blade that is stronger than the sourspot but weaker than the sweetspot, and so Roy does not require precise spacing to reliably land a KO blow. While on the stage, his best KOing options are his forward tilt, forward smash, up tilt and Blazer, due to their fast startup and high power. Blazer is additionally an excellent out of shield option as it gives him access to super armor on startup. His disjointed hitboxes grant him an effective off-stage game as well. His forward and back aerials are quick, and cover wide arcs, and his down aerial is a moderately fast and powerful meteor smash. Flare Blade is deadly against opponents who try to sweetspot the ledge, courtesy of its charging ability, incredible power, huge hitbox, and deceptively low ending lag. And finally, his Counter scales with the power of the countered attack and can kill at absurdly early percents due to its higher multiplier than Marth's (dealing 1.35x the damage absorbed along with the flame effect), making it a feared finishing move if used properly. Roy's average weight and fast falling speed give him strong on-stage endurance, and he can make great use of rage, which further enhances the knockback of his already powerful moves.

However, Roy is held back by a large number of flaws. While his hilt mechanic is one of his greatest strengths, it also forces him to fight extremely close to his opponent in order to be utilized to its fullest. This is further compounded by his range being shorter than Marth's, but also results in a whiffed move on Roy's part leaving him heavily open to punishment. His moves have high ending lag, and so when combined with his need to fight close, Roy cannot space out his opponents as effectively as other sword characters, while also being unable to safely rush-down his foes. He also suffers from a predictable approach despite his good mobility, since he has no quick options with which to close in and pressure the opponent outside of his neutral aerial, and this is made worse by his lack of a projectile. His high air speed is offset by his poor aerial acceleration, making his aerial approach highly committal in general, in a similar line to Ryu.

While his combo game is notably better than Marth's, it still has its flaws. Roy's moves have high ending lag, his down throw has low hitstun, and his forward throw follow-ups can be teched out of. His reverse tipper mechanic can hinder him here, as the sourspots of his sword strikes have rather low hitstun; his jab is the best example of this, as its sourspot has low hitstun while sending the opponent at a horizontal angle that is unfavorable for combos. These factors give Roy a mediocre combo game past low percents and often force him to rely on reads for follow-ups, especially on floaty characters, and can sometimes give him trouble KOing despite his fearsome power, as outside the predictable first hit of his neutral aerial, he has no guaranteed setups into his KO moves.

Roy's most glaring flaw is his recovery. Though Blazer offers excellent protection, can be angled, and grants decent horizontal distance, it gives little vertical recovery. Combined with his high falling speed, this leaves him helpless against meteor smashes, and even a solid semi-spike can launch him too far to recover. Additionally, players unaccustomed to his falling speed will quickly find that any misused aerial off-stage will send him too far down to recover. Roy's high falling speed leads to another problem: he is very susceptible to combos while onstage. None of his moves are generally reliable enough to break combos. Many characters with reliable combo moves can thus rack up large amounts of damage and easily force him off-stage, where he could potentially lose his stock if dealt with accordingly. Finally, due to his status as a DLC character, Roy does not have any custom moves, significantly limiting him in tournaments allowing custom specials; while this is a problem shared with other DLC characters, it affects Roy the most due to his weaknesses remaining intact, especially compared to the other DLC characters' weaknesses.

Overall, Roy's strengths are generally considered to outweigh his weaknesses. He boasts excellent speed and power, with a decent combo and edge-guarding game, but suffers from his own vulnerability to combos from several characters like Fox and Captain Falcon, as well as a poor recovery, predictable approach, difficulty KOing, and ironically short range for a swordsman, making him akin to a rushdown and/or glass cannon fighter archetypes. Despite initially being viewed as a threatening, viable high-tier character and possibly the best swordsman in the game, he has become infamous for having the worst tournament representation of all DLC characters, as he has little to no use from professional players other than All Might or Sethlon, and thus lacks noteworthy results. However, Roy's standing relative to the cast is among the most contentious of all characters, as while some players believe he could have the potential to compete in tournaments, most others argue he should be placed even lower, with professional players such as Abadango and Dabuz believing Roy to be among the worst characters in the game. This highly contrasts the early views on his viability, as many people (including smashers like ZeRo) initially considered him a viable character. As such, Roy's placement remains a topic of significant debate among players.

Changes from Melee

Roy is one of the few characters to have received some of the most noticeable changes in his transition to SSB4 (alonside Charizard, King Dedede, Pit and fellow Melee veteran Dr. Mario), with several of his moves being decloned from Marth, to the point he is now considered a semi-clone rather than a clone. Roy has also got a mix of buffs and nerfs in the transition to SSB4, despite being a low tier character in Melee, though while he was objectively buffed overall, the changes to game physics and his other nerfs are more than enough to make up for the buffs he has received. As a result, he seems to have been nerfed overall.

First of all, Roy has received massive, noticeable buffs. His mobility has been greatly improved, now having a faster dashing speed and one of the fastest air speeds in the game. His moveset is 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, all of which improve his up-close and combo games. His moves also deal more damage, and his sweetspotted attacks are considerably more powerful, which gives him many more KOing options, and generally alleviates his main weakness from Melee. His attack speed is overall faster, with his aerials in particular having significantly reduced ending and landing lag. As a result, his improved air game benefits his combo ability. Lastly, the addition of rage, along with his heavier weight, boosts his KO power even further.

However, Roy has also received significant nerfs: Roy now stands at Marth's height, which increases his hurtbox, though despite this change, his attacks have much shorter reach and hitbox durations, enforcing him to fight even closer to the opponent, exacerbating one of his other weaknesses in Melee. For the most part, Roy is also affected adversely by gameplay changes: the loss of wavedashing and L-cancelling noticeably worsens his approach, along with the weakening of dash-dancing, and they also compound his decreased reach. Most characters have also had the reach on their attacks increased, like Donkey Kong, Bowser and ironically enough, Marth. Roy's already poor recovery has been both buffed and nerfed: his air speed is higher and his falling speed is slower, and Blazer gives more horizontal distance, but it also covers less vertical distance, and Double-Edge Dance can no longer be used to slow his falling speed. And since the cast falls generally slower, Roy's slower falling speed does not really provide a noticeable benefit. Along with the removal of meteor cancelling and the improved recoveries of the rest of the cast, Roy is arguably easier to edgeguard than in Melee. Finally, despite the slower falling speeds in the game compared to Melee, Roy is still easy to combo, though since he is heavier than in Melee, as well as a large portion of the easier to combo characters falling slower or being lighter than him, he is now one of the easiest characters to combo in the game relative to the cast, while he still does not possess a reliable move to break a combo. As a result of the previous two changes, Roy is arguably frailer than in Melee, despite his stronger on-stage endurance.

Overall, Roy's strengths and weaknesses are more pronounced than in Melee: while his sweetspotted attacks are more rewarding than in the previous game, he has to fight even closer to his opponents in order to rack up damage due to his decreased reach, while his subpar survivability further compounds this issue. Due to this, it is generally agreed Roy has not significantly improved since Melee, much less considering most veterans being buffed to varying degrees.

Aesthetics

  • Change Roy's design is a combination of his appearance as a Master Lord in Fire Emblem: The Binding Blade and his appearance as an Einherjar in Fire Emblem Awakening. His eyes are also smaller and less anime-esque. He's also much more muscular than he was in Melee.
  • Change Roy has completely unique idle stances, as opposed to having variants of Marth's, though he has the same stance as Marth when holding a light item.
  • Change Roy now has an on-screen appearance, where he arrives on a warp circle with the Sword of Seals stuck in the ground as he pulls it out.
  • Change Roy's jumping, spot dodge, and shield break animations have been changed.
  • Change The trails on the Sword of Seals more clearly indicate the sweetspot of the sword with a white arc, similarly to Marth's Falchion. In Roy's case, it is near the Sword of Seals' hilt.
  • Change Most of Roy's sword swings appear aesthetically "heavier", as he now swings the Sword of Seals in a reverse grip or with both hands. As a result, Roy's Sword of Seals behaves like a heavier broadsword compared to Marth and Lucina's "lighter" Falchion and Parallel Falchion, which they look to swing with less effort.

Attributes

  • Change Roy is heavier (85 → 95), improving his endurance, but making him even easier to combo.
  • Nerf Roy walks slower (1.2 → 1.15).
  • Buff Roy dashes faster (1.61 → 1.95), surpassing Marth and giving him the eleventh fastest dashing speed in the game.
  • Buff Roy's air speed is faster (0.9 → 1.24), now having the fourth fastest air speed in the game.
  • Change Roy falls slower (2.4 → 1.8), though he still has the fifth fastest falling speed in the game. Despite his slower falling speed, his aerials are still incapable of autocancelling from a short hop.
  • Nerf Due to the aforementioned alterations to his sword swings, many of Roy's attacks have altered hitbox placements compared to Marth's and decreased hitbox sizes.
  • Nerf Roy now stands at Marth's height, which makes his hurtbox bigger. Despite this, he still has less range than Marth due to altered hitbox placements.
  • Nerf The removal of wavedashing and the weakening of dash-dancing have worsened Roy's neutral and approach games, due to to his heavy reliance on them in Melee.
  • Change The removal of chain grabbing both helps and hinders Roy. While it has weakened his damaging racking ability, it also means that he is no longer susceptible to being chain grabbed himself. Additionally, his high falling speed results in him no longer being susceptible to pseudo-chain grabs.

Ground attacks

  • Buff Neutral attack deals more damage (3%/5%/6% → 4.8%/7.5%/7.5%), increased base knockback (30/5 → 40/32), decreased ending lag (interruptibility frame 26 → 23) and launches opponents at a more favorable angle (361° → 62°/32°), which gives it improved combo ability.
  • Nerf Neutral attack has increased startup with a shorter duration (frame 4-8 → 5-7).
  • Change Neutral attack's animation has changed. It is now a reverse gripped upward lifting slice.
  • Buff Forward tilt deals more damage (12%/10%/7% → 12.5%/9%/8%), has increased knockback (60/30 base/70 scaling → 30/40 base/100/80 scaling) and decreased startup (frame 9 → 8) and ending lag (interruptibility frame 40 → 32).
  • Nerf Forward tilt's hitbox duration is 2 frames shorter (5 frames → 3).
  • Change Forward tilt's animation has changed. It is now a reverse-gripped inward reaping slash.
  • Buff Up tilt deals more damage (6%/8%/9%/10% → 7%/12%), making it much stronger despite its decreased knockback scaling (120/118/116/100 → 103). The sourspot also has more base knockback (20 → 30), and the move also has decreased startup (frame 7 → 6) and ending lag (interruptibility frame 40 → 39).
  • Nerf Up tilt lasts 2 frames shorter (7 frames → 5).
  • Change Up tilt's animation has changed. It is now a reverse gripped overhead arcing slash.
  • Buff Down tilt has faster startup (frame 8 → 7) and now semi-spikes opponents (80° → 30°), making it a much better setup tool for edgeguarding and tech-chasing. Sourspotted down tilt also deals slightly more damage (6% → 6.5%).
  • Nerf Down tilt has less base knockback (90/70 → 50/40), has increased ending lag (interruptibility frame 20 → 22) and its hitbox lasts 1 frame shorter (3 frames → 2). Due to it now semi-spiking opponents, its combo ability has been almost completely removed. Sweetspotted down tilt also deals 1% less damage (12% → 11%).
  • Buff Dash attack deals more damage (12%/6% → 13%/9%), has increased knockback (70/35 base/55/60 scaling → 65/60 base/82/60 scaling), and the sweetspot sends opponents at a much more favorable angle (110° → 52°), significantly improving its KO ability at high percentages.
  • Nerf Dash attack has increased startup (frame 12 → 13) and ending lag (interruptibility frame 40 → 50).
  • Change Dash attack's animation has changed. It is now an inward sweeping slash.
  • Buff With the increased damage multiplier for fully charged smash attacks from Melee to SSB4 (1.3671× → 1.4x), Roy's fully charged forward and up smashes deal more damage (27.324%/16.4052% → 28%/16.8% (forward), 22.639176% → 23.8% (up)).
  • Buff Forward smash has increased knockback scaling (65 → 70).
  • Nerf Forward smash has increased startup (frame 12 → 14) and ending lag (interruptibility frame 54 → 55), decreased vertical reach, and its hitbox lasts 1 frame shorter. It now has a "medium-spot" that deals 3% less damage (20% → 17%), making its sweetspot smaller as a result. The sweetspot also has less base knockback (80 → 70).
  • Change Forward smash's animation has changed. It is now a turning two-handed slash, based on his regular attack animation as a Master Lord in The Binding Blade.
  • Buff Up smash deals 0.44% more damage (16.56% → 17%) due to changes to stale move negation. It also has faster startup with a longer duration (frame 15-24 → 12-23) and the spike hitbox now properly places opponents into the other hits. Roy's arm is also intangible during the move.
  • Nerf Up smash has increased ending lag (interruptibility frame 46 → 59), its last hit has decreased base knockback (73 → 70).
  • Change Up smash's animation has slightly changed. Roy leans further back and the Sword of Seals now emits fiery graphical effects and an explosion on the last hit. He shares this same animation change with Marth.
  • Buff Down smash's back hit deals more damage (16%/8% → 17%/11%). The move also has decreased ending lag (interruptibility frame 72 → 63) and launches opponents at a more horizontal trajectory (75°/361° → 50°/47°/361°).
  • Nerf Down smash's front hit deals less damage (21%/14% → 15%/10%). Both of its hits last 1 frame shorter (3 frames → 2).
  • Change The knockback properties of Roy's down smash have been reversed, with the back hit being stronger.

Aerial attacks

  • Buff All aerials have decreased ending lag (IASA: 50 → 46 (neutral), 35 → 30 (forward), 43 → 36 (back), 49 → 42 (up), 64 → 52 (down)).
  • Nerf Roy's landing lag in his aerials was not fully compensated for the removal of L-canceling, increasing it in all of them as a result (neutral: 20/10 (normal/L-canceled) → 11, forward: 20/10 → 13, back: 24/12 → 16, up: 18/9 → 14, down: 32/16 → 23) and worsening his neutral game.
  • Buff Neutral, forward, back and down aerials deal more damage (4%, 8%/5% → 4%/6% (neutral), 8.5%/5%, 8%/5% → 11%/7% (forward), 9%/6% → 12%/9% (back), 6%/9% → 10%/15% (down)).
  • Nerf Neutral, forward, and up aerials autocancel later (frame 32 → 47 (neutral), frame 30 → 33 (forward), frame 30 → 38 (up)), with forward aerial no longer being able to autocancel.
  • Buff The second hit of neutral aerial has more knockback scaling (80 → 100), and now launches opponents at a higher trajectory (361° → 50°), improving its combo potential. Its hits come out earlier (frame 7-8 → frame 6-7 (hit 1), frame 17-20 → frame 15-21 (hit 2)).
  • Buff Forward aerial deals more knockback (30/10 base/70 scaling → 50/80).
  • Nerf Forward aerial comes out later (frame 5 → 10).
  • Change Forward aerial's animation has slightly changed. Roy's legs are now positioned differently and he leans forward with his right side more exposed while he slashes.
  • Buff Back aerial has more knockback scaling (70 → 100), and autocancels earlier (frame 34 → 32).
  • Buff Up aerial's hitbox lasts 2 frames longer (5 frames → 7 frames) and the sweetspot deals more knockback (20 base/70 scaling → 40/80), improving its juggling potential.
  • Buff Roy has a new down aerial, a two-handed takedown slash similar to Ike's down air. It has longer vertical reach and it is easier to land the sweetspot, while its sourspot is able to KO grounded opponents at around 160%. Its increased damage and the removal of meteor cancelling also makes the meteor smash considerably stronger.
  • Nerf Down aerial has decreased diagonal reach and comes out later with a shorter hitbox duration (frames 7-10 → 16-17).
  • Change Down aerial has altered knockback values (40 base/70 scaling → 20/30 base/90 scaling).

Throws/other attacks

  • Nerf All of Roy's grabs have significantly less range.
  • Buff Dash grab comes out 2 frames earlier (frame 10 → 8).
  • Buff Pummel is faster.
  • Nerf Pummel deals 1% less damage (3% → 2%).
  • Buff Up throw deals 1% more damage (5% → 6%).
  • Nerf Up throw has less knockback scaling (130 → 100).
  • Buff Down throw now launches opponents directly above Roy (361° → 80°), making it much better for follow-ups.
  • Nerf Down throw deals 1% less damage (6% → 5%).
  • Buff Front and back floor attacks deal 1% more damage (6% → 7%).

Special moves

  • Buff Flare Blade has less ending lag, allowing Roy to act out of it earlier. It can also be charged up to do more damage before the fully charged threshold without causing recoil damage (41% → 45%).
  • Nerf Flare Blade has increased startup with a shorter duration (frame 16-21 → 23-26), a smaller hitbox, and takes slightly more time to fully charge. Additionally, it now has a sourspot at the edges of the attack that deals 15% less damage (50% → 35%) and significantly decreased knockback scaling (83 → 70).
  • Change Flare Blade has a different sound effect 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. Its fiery effects are also more intense.
  • Buff Double-Edge Dance requires less technical precision. Aside from the first and fourth (downward) hits, every other hit has decreased startup. Double-Edge Dance's third (downward) input no longer has multiple hits and has a lower launching trajectory, making it easier to combo into the fourth hit.
  • Nerf Double-Edge Dance possesses decreased vertical reach, increased cooldown, and deal less damage and knockback. Its first hit no longer slows Roy's falling speed, weakening its recovery potential. Lastly, its third upward input is no longer a meteor smash.
  • Change Double-Edge Dance now has transcendent priority. This means it can no longer cancel non-transcendent projectiles, but is better at close range.
  • Change All variations of Double-Edge Dance's third hit can no longer KO, but can more easily combo into the fourth hit.
  • Change Double-Edge Dance's animations has been changed. It now uses Marth's Dancing Blade animations from Brawl.
  • Buff Blazer deals more damage (13.18% → 16%) and the last hit deals drastically more knockback (10 base/100 scaling → 40/130), now being able to KO at high percents as well as having lasting hitboxes near its peak. It also has more intangible frames on startup if used from the ground. It now grants much more horizontal momentum near its peak, and can be tilted left or right before startup to cover a notable amount of horizontal range.
  • Nerf Blazer covers less vertical distance.
  • Change Blazer's first hit has much lower set knockback (200 → 160/120). This allows every hit to connect even better than in Melee at the cost of its ability to one-hit KO the lightest characters.
  • Change Blazer's animation has slightly changed. Roy now performs it while wielding the Sword of Seals in a reverse grip. Roy also has a new helpless animation upon using it.
  • Buff Counter has 7 more counter frames (13 frames → 19), and has increased knockback (30 base/90/70 scaling → 35 base/100/70 scaling), allowing it to KO countered smash attacks at lower percents. The move's horizontal range is also longer.
  • Nerf Counter's damage multiplier has been decreased (1.5x → 1.35x).
  • Change Counter's animations have been changed. Roy now holds his hand out for the entirety of the move, along with pointing his sword downward instead of upward. His counterattack animation is now a low-angled, one-handed outward slash.
  • Change Roy now has a Final Smash, Critical Hit. Unlike Marth's and Lucina's, Roy's is stationary rather than propelling him at high speed in a straightforward line.

Update history

Roy has been slightly buffed as of update 1.1.4. Update 1.1.0 gave Blazer additional hitboxes, making it easier to connect. 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 1.1.0 and 1.1.1 have made Roy's sweetspotted attacks much safer at the cost of his sourspotted attacks being less safe, to the point where his semi-clone, Lucina, has safer attacks than both him and Marth. Lastly and most prominently, 1.1.4 decreased the landing lag on all of his aerials and improved Double-Edge Dance's startup and ending lag.

Super Smash Bros. 4 1.1.0

  • Buff Blazer has additional hitboxes.
  • Nerf Blazer's first and last hits deal 1% less damage: 6%/5% (sweetspotted/sourspotted hit 1) → 5%/4%, 9%/8% (sweetspotted/sourspotted hit 5) → 8%/7%.
  • 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

  Name Damage Description
Neutral attack   7.5% (sweetspot), ≈4.65% (sourspot) Slashes upward in a reverse grip, ending at shoulder height. Easily chains into itself, a grab, and forward tilt at low percents and his forward and up aerials at higher percents. A great spacing and combo tool and one of Roy's most useful attacks.
Forward tilt   12.5% (sweetspot), 9% (near), 8% (far) Slashes downward in a reverse grip. Hits very hard for a tilt when sweetspotted, usually KOing around 120% from mid-stage, making it a viable KO option.
Up tilt   12% (sweetspot), 7% (sourspot) An overhead arcing slash in a reverse grip. Very strong along with his forward tilt, usually KOing at around 110% sweetspotted. However, it has rather low horizontal range and some ending lag.
Down tilt   11% (sweetspot), 6.5% (sourspot) A crouching thrust at the opponent's feet. Much weaker than Roy's other tilts, but it has the least ending lag and is good for tech-chasing and edgeguarding. It is similar to Marth's and Meta Knight's down tilts.
Dash attack   13% (sweetspot), 9% (sourspot) A leaping, low-angle horizontal slash. It has good KO potential for a dash attack, KOing when sweetspotted at around 130%, however it has moderate startup and high ending lag, making it very unsafe on shield.
Forward smash   20% (close), 17% (mid), 12% (far) Leans forward and does a two-handed crescent slash downward after spinning around. It is one of the strongest forward smashes in the game if sweetspotted at the hilt of his sword, and has become somewhat infamous for KOing at percents as low as 40% with rage. It additionally has a decently large sweetspot, very long disjoint as Roy leans forward while performing it, and hits on frame 14-15, which is rather fast for a forward smash of its power. However, it has high ending lag and its hitbox does not last long, leaving him very vulnerable to attacks if the swing misses. The animation is taken from his regular attack as a Great Lord in The Binding Blade, to the point where the freeze frame upon hit has Roy modeled after the exact frame as ending blow of the attack.
Up smash Flame Sword 1% (hit 1), 2% (hits 2-4), 10% (hit 5) An upward thrust, which results in the Sword of Seals' tip igniting and then exploding. Powerful enough to KO middleweights around 100% while uncharged. Good for juggling opponents in the air, as Roy's arm gains invincibility during the attack. If the initial rising stab connects, the attack's multiple hits are much slower than if the opponent is only caught in the explosion. If it hits someone that is not on the ground (with all hits), it does additional damage and knockback. High ending lag, like his other smash attacks.
Down smash   15% (front, sweetspot), 17% (back, sweetspot) 10% (front, sourspot), 11% (back, sourspot) 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. However, while it has very quick start-up, it has the longest end lag of all his smashes making it extremely punishable when whiffed.
Neutral aerial   6%/4% (first hit, sweetspot/sourspot), 8.5%/5% (second hit, sweetspot/sourspot) 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 and combo option due to its quick startup and low landing lag.
Forward aerial   11%/7% (sweetspot/sourspot) A one-handed downward slash. If sweetspotted, this move deals decent knockback which can KO opponents early near the edge. Good for air-to-air combat because of its low ending lag, but unsafe to overuse in neutral as it has some landing lag (13 frames). However, it is possible to jump out of one from a short hop.
Back aerial   12%/9% (sweetspot/sourspot) Spins towards the left, using the motion to perform a one-handed underhand slash. Good KO potential when sweetspotted, and can get early KOs when used off-stage. Covers good vertical and horizontal range. It has the interesting property of turning Roy around when used. This unique property is shared with Marth and Lucina. Moderately high landing lag (16 frames).
Up aerial   9%/6% (sweetspot/sourspot) Backflips and then performs a wide arcing slash before righting himself again, similarly Marth's up aerial. The weakest of Roy's aerials in terms of dealing damage, and is mainly used for juggling and/or combos.
Down aerial   15%/10% (sweetspot/sourspot) A downward two-handed slash, similarly to Ike's down aerial. Meteor smashes powerfully when hit with the Sword of Seals' hilt, while it launches opponents upward if not hit with the hilt. Considerable ending and landing lag. KOs on stage sweetspotted around 130%.
Grab   Bends forward and reaches out with his left hand.
Pummel   2% Knee strikes the opponent. It is a good pummel, as it is decently fast and powerful for a pummel.
Forward throw   5% Throws the opponent forward with a spin. Has low ending lag, allowing it to combo into a neutral attack or forward tilt at low percents and a dash attack at medium percents. It sometimes combos into up smash if the opponent doesn't react. Also works very well as a set-up to his neutral aerial, which when hit, can lead into even more combos.
Back throw   5% Flings the opponent over his shoulder and behind him. 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 ledge, though the latter requires good timing.
Up throw   6% Tosses the opponent upward with his right hand. His strongest throw, it can KO at very high percents, starting at 180%.
Down throw   5% Slams the opponent onto the floor in front of him with his left hand. Good combo potential, as it sends the opponent above Roy. This is made better by the fact that it has low base knockback and low knockback growth. However, its hitstun is lackluster making it unreliable on floaties and other characters above low percents. True combos into Blazer on most characters until medium percents. At low percents it combos into up tilt, forward tilt, and neutral attack. If the opponent does not react, comboing into neutral attack may lead into another grab.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Slashes to the left and then the right as he gets up.
Floor attack (back)
Floor getups (back)
  7% Gets into a kneeling position and then does a spinning slice as he gets up.
Floor attack (trip)
Floor getups (trip)
  5% Hops briskly to his feet then does a stab to the left and a slash to the right.
Edge attack
Edge getups
  8% Does a handstand and flips himself onto the stage, then slashes horizontally to the right.
Neutral special Default Flare Blade 6%-45%, (50% fully charged sweetspot), (36% fully charged sourspot) Roy charges the Sword of Seals with flames, similarly to Ike's Eruption. It can be charged for a maximum of five seconds before unleashing an explosion, with the explosion's size growing as it charges. With high base knockback at almost all charge levels and very high knockback growth, a barely charged Flare Blade is one of Roy's most viable KOing options. Fully charged, it is capable of one-hit KOing every single character in the game, except Bowser and Shulk with Shield active, from the center of Final Destination. A fully charged explosion deals 10% recoil damage to Roy. Despite its power, the move has surprisingly little ending lag, with Roy being able to act out of it almost immediately. The attack also has a sourspot at the edges that deals much less damage and knockback and is not a OHKO, instead KOing at 41%. It is possibly Roy's best option to use to punish a dazed opponent because of its OHKO potential when fully charged, especially considering Roy's good shield pressuring capability.
Custom 1 N/A
Custom 2 N/A
Side special Default Double-Edge Dance 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% (last forward hit), 5% (last upward hit), 2% (last downward hits 1-4), 6% (last downward hit 5) A combination of sword slashes, similarly to Marth and Lucina's Dancing Blade. The type of slashes can be influenced by directional inputs, the attacks being no different in animation from Marth and Lucina's, though the attack is slightly slower and the knockback is slightly stronger on Roy's end. The very last hit of each variation deals Flame damage.
Custom 1 N/A
Custom 2 N/A
Up special Default Blazer 5%/4% (hit 1, sweetspotted/sourspotted), 1% (hits 2-4), 8%/7% (hit 5, sweetspotted/sourspotted) A slow, fiery rising slash that deals multiple hits, which can also be angled diagonally. Grants super armor at the beginning of the move. If all of its hits connect, it KOs at around 110% on the ground. A viable out of shield or KOing option because of the super armor frames at the beginning of the move, but rather mediocre if used for recovery.
Custom 1 N/A
Custom 2 N/A
Down special Default Counter 1.35x damage multiplier (min 8%) A counter similar to other counterattacks, with Roy performing a parry and then retaliating against any attacks that hit him during its counter frames with a fiery slash. Damage and knockback dealt depends on the move that is countered, with a damage multiplier of 1.35x. Roy may additionally say "いまだ!" ("Now!") or "そこ!" ("There!") if successful.
Custom 1 N/A
Custom 2 N/A
Final Smash Critical Hit 1% (1-10 hits), 35% (ending hit) Swings the Sword of Seals in a fully circular 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 is not a one-hit KO. The circular trail can connect up to four times from the front; if the move is performed with an opponent behind Roy, it can hit up to ten times, which traps the opponent until the final slash is dealt.

On-screen appearance

  • Appears from a warp circle, similarly to other Fire Emblem characters, albeit while crouching. The Sword of Seals is stuck in the ground when he appears, and Roy pulls it out before assuming his idle stance.
RoyOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Triumphantly holds the Sword of Seals above his head pointing towards the side, unlike Marth, who points it skywards. Based on the cutscene illustration from Binding Blade where Roy draws Binding Blade the first time.
  • Side taunt: Winds back before posing, holding the Sword of Seals backhanded toward the screen while saying "僕 は 負けない!", which translates to "I won't lose!" This line was one of his victory quotes in Melee.
  • Down taunt: Kneels and twirls the Sword of Seals behind him while yelling "Heee-ya!". This taunt returns from Melee and the yell is one of his attacking lines when using moves.
Up taunt Side taunt Down taunt
RoyUpTauntSSB4.gif RoySideTauntSSB4.gif RoyDownTauntSSB4.gif

Idle poses

  • Pumps his fist. While technically an idle animation, this is actually the end of his standing animation, and can be seen on the customization page, unlike other idle poses.
  • Swipes his hand lightly against the Sword of Seals while holding it in front of himself.
RoyIdlePose1WiiU.jpg RoyIdlePose2WiiU.jpg

Crowd cheer

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

Victory poses

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.
  • Swipes his sword once over his shoulder, then swipes it down and behind him while facing left, saying "真の戦いは、これからだ。", which translates to "The true battle, is yet to begin".
  • Spins the Sword of Seals one and a half times and then sheaths it, saying "苦しい戦いだった。", which translates to "It was a painful fight". Replaces his old victory animation from Melee where his sticks the Sword of Seals in the sheath in front of his hip.
  • Flourishes his sword and poses with it by his side, saying "守るべきもののために、負けられない!", which translates to "For those whom I must protect, I will not lose!".
RoyPose1WiiU.gif RoyPose2WiiU.gif RoyPose3WiiU.gif

In competitive play

Notable players

Active

Inactive

Trophies

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
Roy (Alt)
Ntsc His sword, the Sword of Seals, is uniquely powerful at the base of the blade. 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.
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.
GB Advance: Fire Emblem: The Binding Blade
Critical Hit
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

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

Reveal trailer

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Gallery

Trivia

  • Roy's pose in his official artwork is nearly identical to his Melee official artwork, as with Mewtwo.
  • Aspects of Roy's sound design carry over from Melee.
    • All of Roy's sourspotted attacks make a punch/kick sound effect instead of a slashing sound effect.
    • Roy uses different voice clips when using battering items.
    • When Roy is dizzy, his corresponding voice clip loops constantly instead of playing only once.
    • Roy uses more than one voice clip for his smash attacks.
    • Roy only has one voice clip for being KO'd.
  • Roy's up smash, Flame Sword, shares the same name as Mega Man's forward aerial.
  • Roy, Marth, and Cloud are the only characters to speak Japanese in every regional release of SSB4.
  • Roy is the only DLC character that does not possess a projectile attack.