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Super Smash Bros. 4

Roy (SSB4)

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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
Roy (SSB4)
Roy Seals the Deal!
—Introduction tagline

Roy (ロイ, Roy) is a playable character in Super Smash Bros. 4 as the third downloadable character. First leaked through datamining of the 1.0.6 update, Roy would ultimately be revealed and was released alongside Lucas and Ryu on June 14th, 2015. Roy is also the third of three Super Smash Bros. Melee characters that were cut from Super Smash Bros. Brawl to return for Super Smash Bros. 4, after Dr. Mario and Mewtwo.

Roy is once again voiced by Jun Fukuyama, who reprises his role from Melee, which include some mimicking his soundbites from Melee (like with Mewtwo) and some new quotes both for his reveal trailer and the game itself. Roy speaks Japanese regardless of the game's region, as with Marth and a number of Assist Trophies.

Changes from Melee

Roy has been significantly buffed in his transition to SSB4 from Melee, where he was considered a low-tier character. The hitbox placements on many of Roy's attacks (e.g. down air) have been improved, and his power and speed have overall been increased. While his range and the hitbox duration of many of his ground attacks have been decreased, the aforementioned significant buffs he got in almost every other aspect make these nerfs rather negligible. The new rage mechanic also allows him to dish out even more knockback with his already powerful attacks. Overall, Roy is now considerably more viable than his Melee incarnation, and is considered by some to be the best sword fighter in the game.

Roy additionally received some minor and drastic changes that further distinguish his moveset and animations from Marth's, converting Roy to a near semi-clone status.

Aesthetics

  • Change Roy's design has changed from his original appearance as a Lord in Fire Emblem: The Binding Blade to his appearance as a Master Lord in the same game.
  • Change Roy now has completely unique idle stances as opposed to having a variant of Marth's.
  • Change Roy now has an on-screen appearance.
  • Change Roy has new walking and jumping animations.
  • Change In a similar vein to those of Marth and Lucina, Roy's sword trails now indicate the sweetspot with a white arc - in Roy's case, it's near the hilt of the blade.
  • Change Most of Roy's sword swings look aesthetically "heavier", with him swinging the Sword of Seals backhandedly or with two hands (with his new animations causing them to seem like it takes some effort, even in one of his new victory poses). As a result, Roy's Sword of Seals feels like a heavier Broadsword than Marth/Lucina's "lighter" Falchion, which they swing with less effort.

Attributes

  • Change Many of Roy's attacks, such as his forward smash and his up special move, Blazer, now are performed while holding his sword with a reverse grip, and have slightly different swings compared to Marth as a result.[1]
  • Buff Roy dashes significantly faster (1.61 → 1.91), surpassing Marth's. Roy now has a very fast dash, having the 9th fastest dashing speed in the game.
  • Nerf Roy walks slightly slower (1.2 → 1.15).
  • Buff Roy has drastically increased air speed (0.9 → 1.21), now being the 3rd fastest in the game, tied with Wario.
  • Change Roy falls much slower (2.4 → 1.8), though he still has the 5th fastest falling speed in the game.
  • Nerf The loss of wavedashing has hindered Roy's approach and mobility options.
  • Nerf Roy now stands at Marth's height, which makes his hurtbox bigger.
  • Nerf The majority of Roy's attacks have less reach because of reduced hitbox sizes and altered placements.
  • Buff Roy is significantly heavier (85 → 95), now being heavier than Marth rather than lighter. It additionally makes him become a middleweight from a lightweight.

Ground attacks

  • Buff Neutral attack deals more damage (4/5/6 → 4/7/7%), has less ending lag, and sends opponents at 60 degrees which gives it more combo potential.
  • Nerf Neutral attack has 1 frame more start up and has noticeably less range. Its hitbox duration is shortened by 1 frame.
  • Change Neutral attack is now an upward leaning lift-slice in reverse grip, and only has a single input.
  • Buff Forward tilt has significantly more knockback (60 base/70 growth → 30 base/100 growth). It also has 1 frame less start up.
  • Nerf Forward tilt's hitbox duration is shortened by 2 frames.
  • Change Forward tilt has Roy lean forward for an inward reap-slash via reverse grip.
  • Buff Up tilt deals more damage (6/8/9/10 → 7/12%), making it much stronger despite it's lower growth (116 → 103).
  • Nerf Up tilt's late hitbox duration was shortened by 2 frames.
  • Change Up tilt now has Roy swinging his sword in a more overhead grip while bringing it to his side instead of behind him. The animation is more vertical than horizontal.
  • Buff Down tilt has 1 frame less start-up. It also now sends opponents at 30 degrees, making it much better for edgeguarding. It also allows Roy to set up a tech-chase.
  • Nerf Down tilt no longer sends opponents at a vertical trajectory, almost completely removing all its combo potential. Its hitbox duration is shortened by 1 frame. Its sweetspot deals less damage (12% → 11%).
  • Buff Dash attack deals 1% more damage (12 → 13%) and has much stronger knockback (70 base/55 growth → 65 base/82 growth).
  • Nerf Dash attack starts up slightly slower than before due to the new animation.
  • Change Dash attack animation involves Roy slashing inward into a braking stop with an inward sweep slash.
  • Buff Forward smash has slightly less ending lag and slightly more growth (65 → 70).
  • Nerf Forward smash has 2 frame slower start-up and the hitbox duration lasts 1 frame shorter.
  • Change Forward smash's animation changed to Roy bringing his sword behind himself, then slashing forward in a reaping two-handed slash from a turn (and no longer has a fire effect on hit). This animation is somewhat shared with the Mii Swordfighter.
  • Buff Up smash hits link together better. It also has 3 frames less start-up and slightly less ending lag.
  • Nerf Up smash last hit has slightly less base knockback (73 → 70).
  • Change The first hit of up smash now has no knockback, removing the attack's ability to spike, but allows the move to link together and deal damage more reliably. The last hit also now produces an explosion.
  • Buff Down smash's front hit sends foes at a more horizontal trajectory. The back hit additionally deals 2% more damage.
  • Nerf Down smash deals less damage (28% fully charged → 21% fully charged). Both hits of down smash lasts 1 frame shorter.
  • Change The knockback properties of Roy's down smash have been reversed, with the back hit being stronger.

Aerial attacks

  • Buff Neutral aerial hits on frame 6 instead of frame 7. The second swing hits on frame 15 instead of frame 17. It also has less ending and landing lag.
  • Buff Forward aerial has less ending and landing lag.
  • Nerf Forward aerial hits on frame 10 instead of frame 5 and 7.
  • Change Forward aerial's animation has Roy's legs positioned differently, and swings his blade while leaning forward with his right side more.
  • Buff Back aerial has less ending and landing lag.
  • Buff Up aerial has slightly less ending and landing lag, and it also has more knockback, making it a better juggling tool. The hitbox lasts 2 frames longer.
  • Buff Neutral, forward and back aerials all deal more damage and are significantly stronger, now being able to KO reliably.
  • Buff Roy has a new down aerial, a take-down two-handed slash below himself similar to Ike's. It is overall much better, being much stronger on both the sweetspot and sourspot, dealing 15% at the base and 10% at the tip (instead of 9% at the base and 6% at the tip), with the sourspot now being able to KO grounded opponents at around 160%. It also has extended reach underneath Roy and has a much more favorable placement for the meteor smash hitbox that makes it significantly easier to land. The move also has much less ending and landing lag, and with proper timing, it can also be used out of a forward air to Ken Combo.
  • Nerf New down aerial has less diagonal reach, lasts 2 frames shorter, and takes a bit longer to start up.

Throws/Other Attacks

  • Nerf Roy can no longer chaingrab opponents using his throws.
  • Buff Roy's dash grab comes on frame 8 instead of frame 10.
  • Buff Down throw now sends opponents directly above Roy, making it much better for follow-ups.
  • Nerf Pummel and down throw deal 1% less damage (pummel: 3 → 2, down throw: 6 → 5%).
  • Buff Floor attack (front & back) deals 1% more damage (6 → 7%).

Special moves

  • Buff Flare Blade has much less ending lag, with Roy now being able to act out of it almost immediately. It can also now be charged up to a maximum of 48% without causing recoil damage (up from 41% in Melee).
  • Nerf Flare Blade has slightly more start up lag and takes slightly more time to fully charge.
  • Change Flare Blade has a different sound when charging; when fully charged, the sound vanishes before the move's explosion. All stages of the attack now unleash an actual, yet minor explosion, with most of the higher stages unleashing the original large explosions from Melee.
  • Buff Double-Edge Dance requires less technical precision, and each individual hit has less start-up (except the first hit and fourth hit down input).
  • Nerf The first hit of Double-Edge Dance has 2 frames more start-up, and all final hits deals less damage (down: 15 → 14, neutral: 13 → 6, up: 12 → 5).
  • Change The variants of Double-Edge Dance's third hit can no longer KO, but it can easily combo into the 4th hit.
  • Change Double-Edge Dance's final up input now has a brand new animation, where Roy does an upward launching slash in a recovering turn, as opposed to a forward hopping more pronounced version of his forward final input. Marth's Dancing Blade final upward input has undergone the same change since Brawl.
  • Buff Blazer deals more damage, and the final hit is much stronger, now being able to KO at high percentages, and has lasting hitboxes near the peak of the move unlike in Melee. It also now has invincibility frames on startup if used from the ground. Blazer additionally carries much more horizontal momentum near its peak, and can be tilted left or right before startup to cover a notable amount of horizontal range, increasing Roy's horizontal recovery.
  • Nerf Blazer gains slightly less distance.
  • Change Blazer's first hit has much lower set knockback. This allows every hit to connect even better than in Melee at the loss of its ability to OHKO the lightest characters.
  • Change Aesthetically, Blazer also instead has Roy perform the move in reverse grip, along with a new helpess animation to go with it.
  • Buff Counter has 7 more counter frames. It also has much more knockback and can now KO off countered smash attacks starting under 40%. The move's horizontal range is also longer.
  • Nerf Counter's damage multiplier is reduced (1.5x → 1.35x).
  • Change Counter has a slightly tweaked animation: Roy holds his hand out for the entirety of the move, along with pointing his sword downward instead of upward. His counter slash animation is instead an outward swatting one-handed slash that's low angled.
  • Change Roy now has a Final Smash, Critical Hit. Unlike Marth's and Lucina's, Roy's is a stationary focused attack rather than a directional straight line.

Moveset

  Name Damage Description
Neutral attack   7.5% (sweetspot), ~4.65% (sourspot) Roy slashes his sword upwards in reverse-grip, ending at shoulder height. Easily combos into itself and his forward tilt at low percentages.
Forward tilt   12.5% (sweetspot), 9% (near), 8% (far) Roy steps into a downward diagonal slash to the left in reverse-grip, stopping the end motion with his left-hand. Very strong for a tilt, with low start up and rather low endlag. KO's sweetspotted at around 130%.
Up tilt   12% (sweetspot), 7% (sourspot) Roy does a horizontal slash to the left in reverse-grip that is aimed skyward in an arc-like motion. Very strong along with his forward tilt, KOing at around 120% sweetspotted. However, it has rather low range.
Down tilt   11% (sweetspot), 6.5% (sourspot) Crouches and jabs his sword briskly at the enemy's feet. Weaker than Roy's other tilts, but comes out quickly and is good for tech chasing.
Dash attack   13% (sweetspot), 9% (sourspot) Roy leaps forward briefly before pivotting to the left as he does a low-angle horizontal slash to the left. Has good KO potential at around 140% when sweetspotted.
Forward smash   20% (close), 17% (mid), 12% (far) Roy leans forward then pivots to the left, gripping his sword with both hands before spinning around into a two-handed downward diagonal slash. It has low start up lag, and rather low (but still punishable) ending lag, while also being one of the strongest forward smashes in the game if sweetspotted at the hilt of his sword. Because of its speed, incredible power, and the fact that the sweetspot is relatively easy to land, it is considered by some to be the best forward smash in the game.
Up smash Flame Sword 1% (hit 1), 2% (hits 2-4), 10% (hit 5) Roy thrusts his sword skyward as it ignites in flames, forming an explosion on the final hit. Powerful enough to KO middleweights around the 100% mark uncharged. Good for guarding opponents in the air, as if it hits someone that is not on the ground (with all hits), it does additional damage and knockback.
Down smash   15% (front, sweetspot), 17% (back, sweetspot) 10% (front, sourspot), 11% (back, sourspot) Briskly sweeps his sword in front of him to the right before pivoting to the left into another sweep to behind him. Weaker than his other smash attacks, but it comes out the quickest, and is useful for punishing rolls.
Neutral aerial   6%/4% (first hit, sweetspot/sourspot), 8%/5% (second hit, sweetspot/sourspot) Roy quickly swipes to the left with the back of the blade, then a quick turn-through swipe to the right. The second hit capable of attacking behind him. A useful spacing option due to its quick startup and low landing lag.
Forward aerial   11%/7% (sweetspot/sourspot) Roy pivots in the air into a downward vertical slash in the air that curves to the left slightly. If sweetspotted, this move deals high knockback which can KO opponents early near the edge.
Back aerial   12%/9% (sweetspot/sourspot) Roy turns with a hard pivot to the left into an upward vertical slash to the left. Very good KO potential when sweetspotted, as it has high knockback, along with having low start up and end lag. It is also notable for being one of the few back airs that turns the character around when used. This means at low percents, Roy can use a back air and then immediately follow up with another aerial attack for more damage.
Up aerial   9%/6% (sweetspot/sourspot) Roy swings horizontally to the right skyward, that is followed by a slow aerial flip, in a similar manner to Marth's up aerial. The weakest of Roy's aerials in terms of dishing out damage, and is mainly used for juggling and/or combos.
Down aerial   15%/10% (sweetspot/sourspot) Roy spreads his legs in the air before coming down with a overhead two-handed downward vertical slash. Meteor smashes powerfully when hit with the sword's hilt, if not it sends opponents upwards. Closely resembles Ike's down aerial. KO's on stage sweetspotted around 130%.
Grab   Roy bends forward and reaches out with his left hand. Good range.
Pummel   2% Roy performs a knee strike to the grabbed opponent's abdominal region. Somewhat fast, making it good for racking up damage on grabbed enemies.
Forward throw   5% Roy does a lifting side slam on the opponent, causing them to rebound against the ground away from him..
Back throw   5% Roy tosses the opponent away from him as he pulls the over his left leg, tripping them.
Up throw   6% Roy exchanges grip of the opponent to his right hand and tosses them straight up into the air.
Down throw   5% Roy lifts his left leg past the foe's feet, followed by a one-handed lifting side slam with his left arm. Very good combo potential, as it sends the opponent above Roy at about a 45 degree angle. This is made better by the fact that it has low base knockback and low knockback scaling.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Laying supine, Roy turns to his left as he gets up and stabs to behind him and then slash to the right in front of him.
Floor attack (back)
Floor getups (back)
  7% Laying prone, Roy barrel rolls on the ground into a kneeling position, then does a clockwise 360 degree spin cut along the ground.
Floor attack (trip)
Floor getups (trip)
  5% Roy hops briskly to his feet then turns around and stabs behind him and then turns back around into a horizontal swing to the right.
Edge attack
Edge getups
  8% Roy handstand-flips himself onto the stage, then slashes horizontally to the right.
Neutral special Default Flare Blade 6%-45%, (50% when fully charged, sweetspot), (36% when fully charged, sourspot) Roy pushes his right leg forward and positions his sword upward over his left shoulder, gripping the hilt with both hands and begins to charge his blade with flames, similar to Ike's Eruption before stepping into slamming it overhead onto the ground and creating an explosion. The explosion's size grows as it charges. High base knockback at almost all charge levels and VERY high knocback scaling, one-Hit KOing every character in the game (except Bowser) from the center of Final Destination when charged to the max. Deals 10% recoil damage to Roy when unleashing a fully charged strike. It additionally has very low ending lag, making it safe to use for aerial edgeguarding, and can be used to bait enemies who think the move has longer endlag than it really does. Probably the best option to use on an opponent with a broken shield in the entire game because of the OHKO potential when fully charged.
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% (Final Forward Hit), 5% (Final Upward Hit), 2% (First 4 slashes of Final Downard Hit), 6% (Last slash of Final Downward Hit) Roy unleashes a combo of sword slashes in a fashion identical to Marth and Lucina's Dancing Blade. The type of slashes he performs can be influenced by directional inputs, the attacks being little to no difference in animation from Marth and Lucina's, though the knockback is slightly stronger on Roy's end.
Custom 1 N/A
Custom 2 N/A
Up special Default Blazer 6%/4% (First Hit sweetspotted/sourspotted), 1% (3 Hits), 9%/7% (Last Hit sweetspotted/sourspotted) Roy lowers himself as he twirls his sword to reverse grip then leaps skyward while thrusting his arm upwards with his sword ablaze, then juts his arm upwards to the left as he turns counter-clockwise. The ascension can also be angled laterally or vertically. Grants super armor at the beginning of the move.
Custom 1 N/A
Custom 2 N/A
Down special Default Counter 1.35x damage multiplier (min 8%). Roy twirls his sword into reverse grip and holds it over his his left forearm, which is bent forward at an angle. He will block incoming attacks by immediately raising his sword up in reverse grip, twirls it into normal grip and steps into a wide downward vertical flame slash to the right. Damage and knockback dealt depends on the move that is countered.
Custom 1 N/A
Custom 2 N/A
Final Smash Critical Hit 1% (1-10 hits), 35% (ending hit) Roy's scabbard appears on the back of his waist and Roy holds his sword over his left shoulder with both hands, pointed diagonally at the opponent. Roy trails his sword on the air clockwise from his left in a full-moon like motion (trapping anyone close with light fire damage) before releasing his right-hand and quickly pulling his sword back, igniting the blade. Roy then grasps the sword with both hands before stepping forward with his left foot into a wide downward diagonal slash to the right, releasing his left hand upon connection, generating a powerful, explosive blazing slash, as well as engulfing the attacked area in flames. Roy then twirls his sword in his right hand 180-degrees clockwise into reverse grip before sheathing his sword. Unlike Marth and Lucina's Critical Hit, Roy's isn't a One-Hit KO. The circular trail can connect up to four times from the front. But if the move is performed with an enemy behind Roy, it can hit up to ten times, dragging the opponent to in front of Roy in time for the final slash.

Taunts

  • Roy's up taunt has him triumphantly hold his sword above his head; unlike Marth's taunt, he holds it sideways.
  • Roy's side taunt has him posing while holding the Sword of Seals backhanded toward the screen, saying "僕 は 負けない!", which translates to "I won't lose!" This line was one of his victory quotes in Melee.
  • Roy's down taunt is his returning taunt from Melee, where he kneels and holds his sword behind him while yelling. The yell is one of his attacking lines when using moves.

On-Screen Appearance

Appears from a spell circle, similar to others from his franchise, albeit crouching. The Sword of Seals is stuck in the ground when he appears, and Roy pulls it out before assuming his idle stance.

Idle Poses

  • Pumps his fist.
  • Swipes his hand lightly against the Sword of Seals while holding it in front of himself.

Victory Fanfare

This victory theme is a small orchestral cover from the title theme of the first Fire Emblem game, which has since become the main theme of the series. It is shared with Marth, Ike, Robin, and Lucina.

Victory Poses

  • 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 fight is about to start."
  • 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 difficult fight."
  • 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!".

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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Trophy

Roy
Ntsc Roy, the main character of Fire Emblem: The Binding Blade, returns for the first time since Melee! In The Binding Blade, Roy led the troops of Pherae into battle in his ailing father’s stead, and now he brings his speed and talent for short-range combat into this game. His sword, the Sword of Seals, is uniquely powerful at the base of the blade.
Pal Roy, the main character of Fire Emblem: The Binding Blade, returns for the first time since Melee! In The Binding Blade, Roy led the troops of Pherae into battle in his ailing father’s stead, and now he brings his speed and talent for short-range combat into this game. His sword, the Sword of Seals, is uniquely powerful at the base of the blade.
GB Advance: Fire Emblem: The Binding Blade
Roy (Alt)
Ntsc Flare Blade creates an explosion in front of Roy that can be charged by holding down the button. Take care, though, because at the highest levels of charge, Roy himself will catch fire and take damage! His side special, Double-Edge Dance, changes for each strike after the first depending on whether you hold up or down while attacking.
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!

Gallery

Trivia

  • As with Mewtwo, Roy's official artwork is posed almost identically to his Melee official artwork.
  • Roy's introduction makes a reference to the Sword of Seals, aka the Binding Blade.
  • The segment of Roy's trailer where he attacks Roy Koopa is a reference to how they are the only characters to share the same name (in all languages). This is referenced in several official pictures on both the official Smash 4 website and ingame, where Roy Koopa appears along with Roy in one of the pictures on his profile page on the official website, and the All-Star clear picture on the 3DS.
  • In the 3DS version of Smash 4, Roy (along with Mr. Game & Watch) is one of the only characters not to use a taunt during his pose in Classic Mode once he chooses a path. Instead, he uses one of his idle poses, his fist pump.
  • All of Roy's sourspotted attacks make a punch/kick sound effect instead of a slashing sound effect. This is carried over from Melee.
    • Roy, Young Link and Toon Link are the only swordfighters in Super Smash Bros whose swords consistently produce punch/kick sound effects instead of a slashing sound effect for the majority of their attacks, albeit Roy's coming from his sourspotted attacks.
  • Roy is the only DLC character with a down smash attack that strikes on both sides of him.
  • Roy is one of the four characters to use different voice clips when using any of his smash attacks. The other three are Wii Fit Trainer, Rosalina, and Ryu.
    • Additionally, Roy and Ryu are the only two characters to use different sound clips when using battering items.
  • When Roy uses his Final Smash, Critical Hit, his sword sheath (as seen in his official artwork) will appear out of nowhere on his back and disappears abruptly once the Final Smash ends, where Roy sheaths his sword while posing before quickly drawing it out again.
  • Like Dr. Mario, Roy has a unique stance from the character he is a clone of but has the same stance as them when holding an item, in Roy's case he goes to Marth's stance when holding a light item.
  • In Roy's reveal trailer, there is an brief scene where Roy performs his down taunt next to the Superspicy Curry item. This is actually a reference to one of the winners of the Melee photo contest. The picture is called "The Ultimate Curry" and can be found here.
  • Roy only has one voice clip when being KO'd along with Mewtwo. This is a likely call back to Melee, as both are returning Melee veterans, and most characters only had one KO voice clip until Brawl.

References

  1. ^ [1]