Roy (SSB4): Difference between revisions
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'''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 revealed after {{SSB4|Lucas}} and released alongside him and {{SSB4|Ryu}} on June 14th, 2015,<ref>[http://www.ign.com/articles/2015/06/14/e3-2015-roy-officially-join-super-smash-bros-roster E3 2015: Ryu and Roy Officially Join Super Smash Bros. Roster]</ref> making him the third [[downloadable content|downloadable]] character released and the final downloadable [[veteran]]. {{s|wikipedia|Jun Fukuyama}} reprises his role as Roy's voice actor, and provides new voice clips that mimic the ones he recorded in ''[[Super Smash Bros. Melee]]''. | '''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 revealed after {{SSB4|Lucas}} and released alongside him and {{SSB4|Ryu}} on June 14th, 2015,<ref>[http://www.ign.com/articles/2015/06/14/e3-2015-roy-officially-join-super-smash-bros-roster E3 2015: Ryu and Roy Officially Join Super Smash Bros. Roster]</ref> making him the third [[downloadable content|downloadable]] character released and the final downloadable [[veteran]]. {{s|wikipedia|Jun Fukuyama}} reprises his role as Roy's voice actor, and provides new voice clips that mimic the ones he recorded in ''[[Super Smash Bros. Melee]]''. | ||
Roy is currently ranked 44th out of 58 on the [[tier list]], placing him in the E tier and making him the lowest ranking DLC character. Roy boasts good overall mobility and attack speed, owing to high [[ | Roy is currently ranked 44th out of 58 on the [[tier list]], placing him in the E tier and making him the lowest ranking DLC character. Roy boasts good overall mobility and attack speed, owing to high [[dash]]ing and [[air speed]]s, alongside fast-starting attacks that allow him to quickly react to openings. These traits, in particular, combine with the [[fireemblemwiki:Binding Blade (weapon)|Sword of Seals]]' highly damaging sweetspots, which are close to its hilt, and thus grant him a number of highly potent KOing options. Roy also benefits from gameplay changes brought about by ''SSB4'': the [[rage]] mechanic supplements his strong sweetspotted attacks, 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 down throw, neutral attack, neutral aerial, and [[Double-Edge Dance]]. | ||
Roy, however, is strongly held back by a poor approach, due to his slow [[air acceleration]] alongside unsafe, endlag-heavy aerials that cannot [[autocancel]] in a [[short hop]]. Furthermore, despite having access to a [[disjoint|disjointed hitbox]], Roy is ineffective at spacing due the Sword of Seals having poorly effective sourspots, forcing him to space his sweetspotted attacks dangerously close to opponents and negating the benefits of his disjoint. Roy's combo game is also flawed, due to his throws focusing on [[tech-chase]] combos, while his KO potential also becomes inconsistent at medium | Roy, however, is strongly held back by a poor approach, due to his slow [[air acceleration]] alongside unsafe, endlag-heavy aerials that cannot [[autocancel]] in a [[short hop]]. Furthermore, despite having access to a [[disjoint|disjointed hitbox]], Roy is ineffective at spacing due the Sword of Seals having poorly effective sourspots, forcing him to space his sweetspotted attacks dangerously close to opponents and negating the benefits of his disjoint. Roy's combo game is also flawed, due to his throws focusing on [[tech-chase]] combos, while his KO potential also becomes inconsistent at medium percents, as the knockback of his sweetspotted moves prevent him from following-up, making him heavily reliant on reads for KOs. Finally, Roy also suffers from a very poor recovery; [[Blazer]] is predictable and grants low distance, and his high falling speed not only harms his recovery, but also makes him susceptible to combos. | ||
Due to the above factors, Roy has had below-average tournament representation, although he has achieved some degree of competitive success, owing to the efforts of players like {{Sm|Hyper Kirby}} and {{Sm|Captain Levi}}. | Due to the above factors, Roy has had below-average tournament representation, although he has achieved some degree of competitive success, owing to the efforts of players like {{Sm|Hyper Kirby}} and {{Sm|Captain Levi}}. | ||
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[[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)|Sword of Seals]] is strongest near its hilt, whereas Marth's {{s|fireemblemwiki|Falchion}} is strongest at its blade's tip.]] | [[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)|Sword of Seals]] 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}}, with remarkably different attributes to further separate the two in ''Smash 4''. 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 (who sports the fastest walk), while his [[air acceleration]] is among the game's bottom five (compared to Marth, who holds the 17th spot). 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 | Unlike in ''Melee'', Roy is a [[semi-clone]] of {{SSB4|Marth}}, with remarkably different attributes to further separate the two in ''Smash 4''. 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 (who sports the fastest walk), while his [[air acceleration]] is among the game's bottom five (compared to Marth, who holds the 17th spot). 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)|Sword of Seals]] 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. | 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)|Sword of Seals]] 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 | 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 | 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 capable of taking a stock below 130%. 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. | The power of Roy's sweetspotted moves also grant him an array of KOing options capable of taking a stock below 130%. 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. | ||
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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]] from 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 neutral aerial is his only quick, low-risk option to use in order close in and pressure the opponent. | 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]] from 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 neutral aerial is his only quick, low-risk option to use in order close in and pressure the opponent. | ||
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 | 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 | 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. | 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. | ||
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 the danger of his powerful sweetspots and effective | 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 the danger of his powerful sweetspots and effective combo game, but approaching cautiously and spacing his sweetspots safely enough to prevent his flaws from being used against him. 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|Captain Levi}}. | ||
==Changes from ''Melee''== | ==Changes from ''Melee''== | ||
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===Aesthetics=== | ===Aesthetics=== | ||
*{{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 as a {{s|fireemblemwiki|Great Lord}} in ''The Binding Blade'', whereas his {{s|wikipedia|vambrace}}s | *{{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 as a {{s|fireemblemwiki|Great Lord}} in ''The Binding Blade'', whereas his {{s|wikipedia|vambrace}}s, {{s|wikipedia|poleyn}}s, and gloves are from his attire as an [[fireemblemwiki:Downloadable content in Fire Emblem Awakening#Characters|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 original to ''SSB4''.}} | *{{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 original to ''SSB4''.}} | ||
*{{change|Roy is more expressive. He | *{{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)|Sword of Seals]]' trail now clearly indicates its sweetspot's location, similarly to {{s|fireemblemwiki|Falchion}}.}} | *{{change|The [[fireemblemwiki:Binding Blade (weapon)|Sword of Seals]]' trail now clearly indicates its sweetspot's location, similarly to {{s|fireemblemwiki|Falchion}}.}} | ||
*{{change|Aside from his attack animations retained from Marth, Roy now swings the Sword of Seals in a reverse grip or with both hands. As a result, the Sword of Seals now aesthetically functions like a heavier sword compared to Falchion and the {{s|fireemblemwiki|Parallel Falchion}}.}} | *{{change|Aside from his attack animations retained from Marth, Roy now swings the Sword of Seals in a reverse grip or with both hands. As a result, the Sword of Seals now aesthetically functions like a heavier sword compared to Falchion and the {{s|fireemblemwiki|Parallel Falchion}}.}} | ||
*{{change|Roy now has an [[on-screen appearance]], an up [[taunt]], and a down taunt.}} | *{{change|Roy now has an [[on-screen appearance]], an up [[taunt]], and a down taunt. His up taunt is based on the cutscene from ''The Binding Blade'' where he draws the Sword of Seals for the first time. Roy's taunt from ''Melee'' is now his down taunt, whereas his side taunt is entirely new.}} | ||
*{{change|Roy now has unique [[idle pose]]s, instead of variations of Marth's. However, his stance while holding a light [[item]] is identical to {{SSB4|Marth}}'s.}} | *{{change|Roy now has unique [[idle pose]]s, instead of variations of Marth's. However, his stance while holding a light [[item]] is identical to {{SSB4|Marth}}'s.}} | ||
*{{change|[[Jump]], [[sidestep]], and [[shield]] break's animations have changed.}} | *{{change|[[Jump]], [[sidestep]], and [[shield]] break's animations have changed.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{nerf|Roy is taller | *{{nerf|Roy is taller. This makes his hurtbox larger. While this would also improve his overall [[range]], this is largely mitigated by the aforementioned alterations to his sword swings making many of his attacks have smaller hitboxes and altered hitbox placements.}} | ||
*{{change|Roy is [[weight|heavier]] (85 → 95). This improves his endurance, but makes him more susceptible to combos.}} | *{{change|Roy is [[weight|heavier]] (85 → 95). This improves his endurance, but makes him more susceptible to combos.}} | ||
*{{nerf|Roy [[walk]]s slower (1.2 → 1.15).}} | *{{nerf|Roy [[walk]]s slower (1.2 → 1.15).}} | ||
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|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (close), {{ChargedSmashDmgSSB4|17}} (mid), {{ChargedSmashDmgSSB4|12}} (far) | |fsmashdmg={{ChargedSmashDmgSSB4|20}} (close), {{ChargedSmashDmgSSB4|17}} (mid), {{ChargedSmashDmgSSB4|12}} (far) | ||
|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. | |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 | ||
|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) | ||
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|dsdefname=Counter | |dsdefname=Counter | ||
|dsdefdmg=1.35x (min 8%) | |dsdefdmg=1.35x (min 8%) | ||
|dsdefdesc=[[fireemblemwiki:Counter|Parries]] and then [[counterattack]]s against any incoming attacks with an outward slash that ignites the Sword of Seals' 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. | |dsdefdesc=[[fireemblemwiki:Counter|Parries]] and then [[counterattack]]s against any incoming attacks with an outward slash that ignites the Sword of Seals' 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 Sword of Seals. | ||
|dsc1name=N/A | |dsc1name=N/A | ||
|dsc1dmg= | |dsc1dmg= | ||
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|fsname=Critical Hit | |fsname=Critical Hit | ||
|fsdmg=1% (hits 1-10), 35% (hit 11) | |fsdmg=1% (hits 1-10), 35% (hit 11) | ||
|fsdesc=Swings the Sword of Seals 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 | |fsdesc=Swings the Sword of Seals 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 Sword of Seals' {{s|fireemblemwiki|range}}d attack in ''The Binding Blade''. | ||
}} | }} | ||
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===Notable players=== | ===Notable players=== | ||
====Active==== | ====Active==== | ||
*{{Sm|Captain Levi|Mexico}} - The best Roy player in Mexico. Placed 3rd at [[Smash Factor Toluca]] and 9th at [[Smash Factor 6]]. | *{{Sm|Captain Levi|Mexico}} - The best Roy player in Mexico. Placed 3rd at [[Smash Factor Toluca]] and 9th at [[Smash Factor 6]]. He has wins over {{Sm|Kameme}} and {{Sm|Mr.R}}. | ||
*{{Sm|Hyper Kirby|USA}} - The | *{{Sm|Hyper Kirby|USA}} - The Roy player in the world. Placed 17th at [[MomoCon 2017]]. | ||
*{{Sm|Lunchables|USA}} - Placed 25th at [[Smash 'N' Splash 3]]. | *{{Sm|Lunchables|USA}} - Placed 25th at [[Smash 'N' Splash 3]]. | ||
*{{Sm|Onies|Japan}} - The best Roy player in Japan. | *{{Sm|Onies|Japan}} - The best Roy player in Japan. | ||
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*{{Sm|BlueLink|Italy}} - Formerly ranked 1st on the [[Italian Power Rankings]] prior to his retirement. | *{{Sm|BlueLink|Italy}} - Formerly ranked 1st on the [[Italian Power Rankings]] prior to his retirement. | ||
*{{Sm|Manny|USA}} - Placed 7th at [[Frame Perfect Series]] and 9th at [[Shine 2016]]. | *{{Sm|Manny|USA}} - Placed 7th at [[Frame Perfect Series]] and 9th at [[Shine 2016]]. | ||
*{{Sm|Neath|France}} - The best Roy player in France | *{{Sm|Neath|France}} - The best Roy player in France before switching to {{SSB4|Diddy Kong}}. | ||
*{{Sm|NEO|USA}} - Formerly ranked 5th on the [[MD/VA Power Rankings]] prior to his retirement. | *{{Sm|NEO|USA}} - Formerly ranked 5th on the [[MD/VA Power Rankings]] prior to his retirement. | ||
*{{Sm|Ryo|USA}} - Placed 9th at Super Smash Con 2016, 33rd at [[2GGT: ZeRo Saga]], and 49th at [[GENESIS 4]]. | *{{Sm|Ryo|USA}} - Placed 9th at Super Smash Con 2016, 33rd at [[2GGT: ZeRo Saga]], and 49th at [[GENESIS 4]]. He also helped advance Roy's metagame. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
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==Trivia== | ==Trivia== | ||
*Roy's pose in his official art is nearly identical to his pose in his official art for ''Melee''. | *Roy's pose in his official art is nearly identical to his pose in his official art for ''Melee''. | ||
*Aspects of Roy's sound design have been carried over from ''Melee'': | *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 | **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 [[item]]s. | **He uses different voice clips when using battering [[item]]s. | ||
**When he is [[dizzy]], his corresponding voice clip loops constantly instead of playing only once. | **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 uses more than one voice clip for his smash attacks. | ||
**He only has one voice clip upon being KO'd. | **He only has one voice clip upon being KO'd. | ||
*Roy's up smash, Flame Sword, shares the same name as {{SSB4|Mega Man}}'s forward aerial. | *Roy's up smash, Flame Sword, shares the same name as {{SSB4|Mega Man}}'s forward aerial. | ||
*Roy, {{SSB4|Marth}}, and {{SSB4|Cloud}} are the only characters to speak Japanese in every regional | *Roy, {{SSB4|Marth}}, and {{SSB4|Cloud}} are the only characters to speak Japanese in every regional version of ''SSB4''. | ||
*Like Marth in his transition from ''Melee'' to ''Brawl'', Roy's first and third [[victory pose]]s have swapped quotes. | *Like Marth in his transition from ''Melee'' to ''Brawl'', Roy's first and third [[victory pose]]s have swapped quotes. | ||
*If Roy's [[on-screen appearance]] occurs on one of [[Distant Planet]]'s leaf [[platform]]s, he will descend with the leaf, but the Sword of Seals will remain stationary in the air until it returns to Roy once the battle actually starts. | *If Roy's [[on-screen appearance]] occurs on one of [[Distant Planet]]'s leaf [[platform]]s, he will descend with the leaf, but the Sword of Seals will remain stationary in the air until it returns to Roy once the battle actually starts. |