Super Smash Bros. Ultimate

Roy (SSBU)

Revision as of 09:29, December 19, 2019 by TurquoiseJ (talk | contribs) (→‎Trivia: I don't really know if this trivia point is necessary (since it's only on Fighter number and not any of the other fighter pages)... but for now I'll fill this in.)
This article is about Roy's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Roy.
For information on the playable Koopaling, see Bowser Jr. (SSBU).
Roy
in Super Smash Bros. Ultimate
Roy SSBU.png
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearances in Melee
in SSB4

Availability Unlockable
Final Smash Critical Hit
Roy (SSBU)
Get up close and personal for major damage! Unlike Marth, Roy's attacks are more powerful the closer you get to the base of his blade. For his Final Smash, his sword bursts into flame and sends anyone caught in the blast flying.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Roy (ロイ, Roy) is a playable character in Super Smash Bros. Ultimate, officially confirmed on June 12th, 2018. Roy is classified as fighter #25.

This is the first time in the Super Smash Bros. series where Roy is not left voiced in Japanese in all regions. In international releases, Roy is now voiced by Ray Chase, who reprises his role from Fire Emblem Heroes. Jun Fukuyama's portrayal of Roy from Smash 4 was repurposed for the Japanese version of Ultimate.

How to unlock

Complete one of the following:

With the exception of the third method, Roy must then be defeated on Castle Siege.

Attributes

Roy is a middleweight swordfighter, although his main attributes deviate heavily from other fellow middleweights; he boasts excellent mobility with very fast dashing, air, and falling speeds, but has an only slightly above-average walking speed and a fairly slow air acceleration. Roy has an attribute unique to him that other swordfighters do not have which is his inverse tipper; contrary to Marth specifically, his Binding Blade does the most damage if attacking near the sword's hilt, although it does weak damage and knockback when otherwise tippered. While this gives Roy effectively bigger sweetspots than those who rely on a tipper to deal maximum damage, it weakens his spacing abilities despite being a swordfighter.

Roy's greatest strength is his KO potential, which is very high when compared to other middleweights, and can even be comparable to the power of some of the harder-hitting heavyweight fighters in the roster, such as Bowser and Incineroar. In conjunction with his overall fast frame data for a swordfighter, he can inflict large amounts of damage in a short amount of time. Neutral attack can catch aggressive approaches due to its speed and deceptively large hitbox, and can efficiently set up into his more powerful normal attacks. His forward tilt, up tilt, and forward smash are all very fast startup-wise, with each being among the strongest attacks of their kind; notably, forward smash can KO under 50% with rage near the ledge, even if uncharged. However, they each have noticeable ending lag. His up smash is an effective anti-air attack due to its quick startup, along with his sword arm gaining intangibility throughout its rather long duration.

Roy's KO potential also extends to his air game, with quick, powerful and damaging aerials; his neutral aerial is a useful combo starter, especially when using the first hit by itself on landing, which allows him to add extra damage to his combos and even open up KO setups at high percentages. His forward aerial autocancels in a short hop and is overall very quick, allowing him to even perform a wall of pain. At high percentages, it also boasts KO potential. Back aerial has the rare and deceptive quality of turning Roy around, as well as being rather quick despite its power, KOing at around 130% from center-stage. Up aerial is Roy's fastest aerial startup-wise, and is a reliable juggling move due to its large hitbox and average knockback, and can even KO by itself at high percentages. Lastly, down aerial is a strong meteor smash when sweetspotted and boasts decent KO potential when sweetspotted on-stage.

Roy is also extremely effective at shield pressure and mixups. Many of his aerials and his down tilt are safe on shield against shield grabs, allowing him to pressure the opponent's shield until they choose an option to escape, which Roy can then punish. Jab is a useful as a followup tool to shield pressure to catch the enemy coming out of shield and can lead into kill confirms such as jab into back air, forward air, or up air. Neutral air is also very effective as a crossup attack on characters who lack out of shield options that hit behind them. Up air can also function as a combo starter and is safe on shield, and leads into different followups dependent on whether the sweetspot or the sourspot connects. Roy can also simply grab opponents for shielding against him; he has simple but efficient throw combos such as down throw into neutral air or up air depending on percent. Roy even possesses some shield break setups if the opponent is not careful, rewarding Roy with a Flare Blade punish.

Roy's special moveset maintains his sheer speed and KO power; Flare Blade is known for being one of the strongest single-hitting attacks in the game, with the capability to one-hit KO any fighter in the game when fully charged. Combined with its ability to be reversed and its extremely high knockback, it adds up to be a very potent edgeguarding and ledge trapping tool, and has deceptively low ending lag despite its power to avoid punishment. Double-Edge Dance is a quick and efficient damage-racking series of high-speed sword slashes, along with being a reliable finisher at higher percentages if sweetspotted; it is fast enough for each hit to connect reliably and catch spot dodges. His main recovery move, Blazer, is an excellent out of shield option, due to gaining super armor on startup and having decent knockback growth when grounded. Lastly, his Counter may have a short window of active frames compared to other counterattacks, but it makes up for being one of the strongest counters in the game with a large 1.35x damage multiplier.

Despite Roy's numerous strengths, he has noticeable weaknesses. His biggest flaw stems from his own inverse tipper attribute; by relying on close-quarters attacks to deal damage, it gives him below-average effective reach compared to other swordfighters due to the sword's tip dealing weak knockback and damage. Roy thus cannot rely on a spacing playstyle in spite of his status as a swordwielder, since his sourspotted attacks are less reliable as combo starters. This forces him to get dangerously close to the opponent in order for his attacks to properly start combos and deal more damage. This is further worsened by many of his attacks having high ending lag, which makes Roy very punishable if his attacks are simply thrown out without caution. In all, he cannot perform optimally when spacing with the tip of his sword, but cannot afford to make mistakes when at close range without running the risk of massive punishment.

Lastly, Roy's offstage endurance is poor. His fast falling speed makes him fairly susceptible to combos, and as none of his moves are generally reliable enough to consistently break combos, many characters with reliable combo moves can rack up large amounts of damage and easily force him off-stage. To add to this issue, Roy's only recovery move, Blazer, is fairly 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, does not sweetspot ledges until the latter half of its duration, lacks the grounded version's super armor, and is predictable, leaving him prone to gimping, especially against characters with a reliable gimping projectile or counter. When coupled with his fast falling speed, he is highly susceptible to meteor smashes, and even a sufficiently strong semi-spike can launch him too far away to recover. Multihit moves that trade with Blazer's hitboxes can also semi spike Roy and gimp him.

Overall, Roy is an unconventional swordfighter who falls under the bait-and-punish and rushdown archetypes; the objective of his playstyle is to overwhelm his enemy by closing the distance between them quickly, then to deal large amounts of damage with fast attacks without leaving Roy himself open to punishment while remaining in close-range.

Changes from Super Smash Bros. 4

Roy was infamous for being the lowest-ranked DLC character in Smash 4, due to his poor, committal approach, unsafe aerials (especially compared to other fellow swordfighter characters), along with his own "inverse tipper" attribute hindering his spacing abilities, which collectively resulted in his lower-mid tier placement in said game, alongside having very little tournament representation and few notable results, similarly to his appearance in Melee. Likely as a result, Roy has been heavily buffed in his transition to Ultimate, and he's the only DLC veteran to be buffed in the transition.

Roy's most significant improvements are indirect, as he benefits noticeably from the changes to the universal gameplay mechanics in Ultimate. The ability to use any grounded move out of a run and the decreased landing lag on his aerials greatly improve his combo, air game, and rushdown abilities, and give him less trouble at KOing. Complementing this, the universal mobility increase benefits Roy's core strategy of closing the distance on his opponents and landing hits with the hilt of the Binding Blade, as well as helping alleviate his vulnerability to camping. These buffs also help to further counterbalance his main weakness: the need to approach at dangerously close ranges in order to deal optimal damage and knockback, which is a flaw that had plagued him in previous games and was not present in his other fellow swordfighters.

Some of Roy's useful buffs are also direct. Moves like his dash attack, forward tilt, forward, back and up aerials, and Double-Edge Dance have increased power, significantly increasing his options at higher percentages and further toning down his trouble at KOing. Furthermore, KO confirms with his neutral attack and the first hit of neutral aerial or a sourspotted up aerial have become much more consistent and reliable. A small amount of his moves have also had their hitbox placements improved, which is notable in his forward smash and Double-Edge Dance, the former of which can now hit opponents in the lower platforms of Battlefield.

However, while Roy has received comparatively few nerfs during the transition, a few of them are significant. His double jump now covers less distance, which slightly worsens his recovery and combo potentials. His forward and down throws also have less followups and combo potential due to the former's increased ending lag and the latter's increased knockback. Blazer now needs to travel half its maximum distance before it can sweetspot ledges and also deals less knockback, reducing its use as a KO option. Finally, Roy still has some of his flaws from past games, such as mediocre offstage survivability, a vulnerability to combos, and an ineffective spacing game.

Overall, Roy's core playstyle remains fundamentally the same as it was in SSB4, though due to his substantial buffs, he is considered to be much more viable and much less polarizing than he was in any of his previous playable appearances, as he now has enough raw power, range, and speed to play aggressively up close. He commands a moderately sizable playerbase and strong tournament results in competitive play, due to smashers like Goblin, Stroder, and Salt One achieving success with him; however, Roy's results, while strong, have not been nearly as bountiful as other top- and high-tier characters at the topmost level of play, and he also has an Echo Fighter in Chrom, who is considered to be just as good as him due to the former's lower risk and higher consistency at the cost of power and recovery. As such, while Roy is seen as a competitively viable high-tier character, his true placement on said tier is a bit debatable.

Aesthetics

  •   As with all veterans returning from SSB4, Roy's model features a more subdued color scheme.
  •   Roy has a new crouching animation, although he shifts to the previous animation when holding a small item.
  •   Roy's sweetspotted sword attacks now adopt the sound effects from Ike's sword, Ragnell. He shares this with Marth and Chrom.
  •   Roy's side taunt has been dubbed in English and now has him saying "I won't lose!"
  •   Roy now has a unique Palutena's Guidance conversation.
  •   All of Roy's victory animations have been slightly altered with new camera angles. In addition, all of his victory lines have been dubbed in English, "That was a fierce battle!", "Failure is not an option!", and "Now the true battle begins!" respectively.
  •   The Binding Blade and its sheath are no longer present in Roy's Defeated/No Contest animations.
  •   Roy's sword was previously called the "Sword of Seals" in the trophy descriptions of Melee and Smash 4, but Palutena's Guidance now refers to the weapon as the Binding Blade, matching the English versions of Fire Emblem games.
  •   In the Japanese language, Roy's jumping voice clip has been sped up.
  •   Aside from when his shield breaks, Roy only vocalizes once when stunned, much like the rest of the cast.

Attributes

  •   Like all characters, Roy's jumpsquat animation now takes three frames to complete (down from 5).
  •   Roy walks faster (1.15 → 1.208), now being slightly faster than he was in Melee.
  •   Roy runs faster (1.95 → 2.145).
    •   Roy's initial dash is significantly faster (1.4 → 2.2).
  •   Roy's traction is higher (0.06 → 0.107).
  •   Roy's fast falling speed is very slightly slower (2.9 → 2.88).
  •   Roy's air speed has been increased (1.24 → 1.302).
  •   Roy's double jump covers less distance.

Ground attacks

  • Neutral attack:
    •   The sweetspot has altered knockback (40 base/60 scaling → 55/40) and has a higher angle (62° → 69°) greatly improving its combo potential.
  • Forward tilt:
    •   The sweetspot has more knockback scaling (100 → 105).
    •   The move has slightly more ending lag (FAF 32 → 34).
  • Dash attack:
    •   The sweetspot has slightly more knockback scaling (82 → 85).
    •   The move has less ending lag (FAF 50 → 46).
  • Forward smash:
    •   The move has slightly reduced startup (frame 14 → 13).
    •   The move's hitboxes have been entirely reworked: the sweetspot has reduced size (4.2u → 3.3u) and is less extended (Z-axis: 8.4 → 9.1, Z-stretch: 5.1 → 7.7), the middle hit has increased size (3.7u → 4.0u), the sourspot has a higher offset (Z-axis: 7.2 → 7.5) and both the sourspot and the middle hit now have extended hitboxes that fully cover the Binding Blade's trail (middle hit X/Y/Z-axis: 0.0/0.0/1.5 → 2.0/1.0/1.5; middle hit X/Y/Z-stretch: 14.0/1.0/1.5; sourspot X/Y/Z-stretch: 9.5/1.0/7.5)).
      •   These changes significantly increase the move's vertical coverage, now being able to hit opponents on low platforms above Roy, such as the ones in Battlefield.
      •   However, these changes also make the sweetspot harder to land due to its reduced size and less favorable offset, with the middle hit now being easier to land due to it now having the largest hitbox. The sourspot's higher offset also means it no longer matches the Binding Blade's entire length.
    •   Both the sweetspot and middle hit have different knockback values (70 base/70 scaling → 60/75). This worsens its KO power at the edge, especially with rage, but improves its KO power anywhere else without the need for rage.
  • Up smash:
    •   The first hit (on Roy's sides) sends at different angles (101°/116° → 118°/127°), whereas the first to four hits (above Roy) have reduced set knockback (95/60 → 85/55). These changes allow the move to connect more reliably.
  • Down smash:
    •   The back hit's sourspot has an altered Z-axis offset (0.0 → -1.2). This moves the hitbox closer to the Binding Blade's tip, increasing the back hit's range.
    •   The back hit's sweetspot has an altered Z-axis offset (-13.0 → -11.0) and altered stretch positionings (5.5 Y-stretch/-7.5 Z-stretch → 4.5/-8.0). This shortens the hitbox and moves it farther from the Binding Blade's hilt and closer to Roy's arm, making the sweetspot harder to land.

Aerial attacks

  •   All aerials have less landing lag (11 frames → 9 (neutral), 13 → 8 (forward), 16 → 10 (back), 14 → 8 (up), 23 → 14 (down)).
  • Neutral aerial:
    •   The first hit has increased base knockback (30 → 32), and the second hit's sweetspot has increased knockback scaling (100/100 → 105/105).
    •   The second hit uses weight-independent knockback, causing it to deal less knockback to lighter targets and more knockback to heavier ones. This worsens the move's KO potential but allows it to combo for longer in the former case, and vice versa in the latter case.
  • Forward aerial:
    •   The move auto-cancels earlier (frame 33 → 31), allowing it to auto-cancel within a short hop, though it requires very strict timing.
    •   Forward aerial sends at a different angle (361° → 42°) and its sweetspot has increased knockback scaling (80 → 83), making it more potent at edgeguarding, KOing, and starting combos at low percentages.
  • Back aerial:
    •   The sweetspot deals significantly more knockback (30 base/100 scaling → 35/107).
  • Up aerial:
    •   The sweetspot has increased knockback scaling (80/80/80 → 105/105/105), making it more potent for juggling, and now being able to KO at realistic high percentages.
  • Down aerial:
    •   The sweetspot has larger hitboxes (3.6u/3.6u → 4.4u/4.4u).
    •   The move auto-cancels earlier (frame 55 → 52).
    •   It has gained a flame effect.

Throws and other attacks

  • Grabs:
    •   All grabs have more ending lag (FAF 30 → 37 (standing), 37 → 45 (dash), 35 → 40 (pivot)).
      •   Dash and pivot grabs have more startup (frame 8 → 10 (dash), 9 → 11 (pivot)).
  • Forward throw:
    •   Roy has a new forward throw: an elbow strike to the opponent's chest, just like Marth's.
    •   It has increased ending lag (16 frames → 17). Coupled with the faster knockback physics, this removes its follow-up potential.
  • Down throw:
    •   Down throw has increased knockback scaling (60 → 90), worsening its combo potential.

Special moves

  • Flare Blade:
    •   It has slightly less startup (frame 23 → 21), and like with most non-storable charge moves, Roy can now reverse the move while charging, giving him a better edge-guarding tool and the ability to catch opponents that move behind him while charging.
      •   However, its total duration remains unchanged, giving it more ending lag.
    •   Flare Blade's charging sound no longer alters the pitch while being in the form of a Super Mushroom or Poison Mushroom.
    •   A fully charged Flare Blade now triggers a Special Zoom.
  • Double-Edge Dance:
    •   As with Marth and Lucina's Dancing Blade, Double-Edge Dance transitions significantly faster into each hit. It can also now be buffered and is much harder to escape from.
    •   Double-Edge Dance's last forward hit has significantly larger hitboxes (5.175u/4.6u/4.025u → 7.0u/8.0u/7.0u).
    •   Double-Edge Dance's last forward hit has significantly increased knockback (60 base/130 scaling → 80/123), which when combined with the move's other changes, now make it a viable KO option.
    •   Double-Edge Dance's first hit has increased startup (frame 6 → 9).
    •   Double-Edge Dance's last forward hit has increased ending lag (FAF 56 → 59).
    •   Roy uses a single voice clip when performing down-inputted fourth swing rather than three. The voice clip itself is the same one used whenever he performs his down aerial.
  • Blazer:
    •   Blazer requires a longer travel distance before being able to sweetspot a ledge, no longer doing so until around half its travel distance.
    •   Blazer deals significantly less knockback on the final hit (40 base/130 scaling → 75/93), weakening its viability as a KO option.
  • Counter:
    •   Counter has more active frames (frames 8-27 → 8-29).
    •   Counter has increased knockback and has lost its sourspot (35 base/100/70 scaling → 60/90).
    •   Along with an attack grunt, two of Roy's lines during a successful counterattack are dubbed, with him saying either "Now!" or "Gotcha!".
    •   If a powerful enough attack is countered, the noise from Critical Hit will play if the counterattack successfully lands.
  • Critical Hit:
    •   Critical Hit now causes a flaming background to appear once the main hit is unleashed.
    •   Roy now removes the Binding Blade from its sheath once he has finished sheathing it in Critical Hit.
      •   Critical Hit has significantly lower ending lag due to this animation change.
    •   Critical Hit's finishing hit has reduced knockback scaling (55 → 47), worsening its already below average power.

Update history

Roy has been slightly buffed by the game updates. Down aerial auto-cancels 3 frames earlier, the multiple hits for Blazer and up smash connect more reliably, and dash grab has more range. Roy's approach and defense also indirectly benefit from and the universal nerf of projectiles.

  2.0.0

  3.0.0

  •   Adjusted Roy's character model.
  •   Dash grab has more range.
  •   Blazer's hits connect more reliably.

  3.1.0

  •   Up smash's hits connect more reliably.

Moveset

  • For simplicity, damage differences between Roy's blade and hilt hitboxes will be written as 7%/12% (blade/hilt).

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

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Slash 4.8%/7.5% A reversed gripped upward slash. A great combo starter, due to launching at a rather high angle and having low knockback and ending lag. It can easily start combos into a grab, tilts, aerials, Double-Edge Dance or Blazer. It's considered the best jab in the game thanks to its great combo ability.
Forward tilt Sharp Edge 12.5% (sweetspot), 9% (near), 8% (far) A reversed gripped downward slash. Comes out on frame 8 with somewhat low ending lag. Very powerful for a tilt considering its speed, being capable of KOing at under 130% from center-stage when sweetspotted.
Up tilt   7%/12% A reversed gripped overhead arcing slash. Like forward tilt, it has remarkably good speed and power when sweetspotted, capable KOing at around 120%. However, the ending lag is quite high, making whiffs punishable.
Down tilt Low Stab 6.5%/11% A kneeling thrust, identical to Marth and Lucina's down tilts, but with lower range. Can set up a tech-chase due to launching at a semi-spike angle.
Dash attack   9%/13% An inward horizontal slash across the ground. Very strong for a dash attack, KOing at around 110% near the ledge. However, it has noticeable startup and high ending lag, which makes it very unsafe on shield.
Forward smash   20% (close), 17% (mid), 12% (far) Rotates his body to perform a lunging, two-handed downward slash. Despite coming out rather quickly (frame 13), it has extremely high damage and knockback and is one of the strongest forward smashes in the game when sweetspotted, capable of KOing as low as 40% with max rage. However, it has high ending lag and a short duration.
Up smash Flame Sword 2%/1% (hit 1), 2% (hits 2-4), 10% (hit 5) An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. A good anti-air attack as Roy's sword arm is granted intangibility throughout the attack, though mediocre for ground combat due to it having small horizontal hitboxes. Has enough power to KO at around 100% uncharged.
Down smash   10%/15% (front hit), 11%/17% (back hit) A kneeling outward slash in front of himself and then behind himself. Roy's fastest smash attack when it comes to startup, but has the highest ending lag of the three. The back hit is stronger than the front hit. The front and back hits KO at around 120% and 100% near the ledge, respectively.
Neutral aerial Double Slash 4%/6% (hit 1), 5%/8.5% (hit 2), An inward slash followed by a spinning, outward slash. Deals decent damage and is a useful combo extender, and is Roy's main aerial approach tool due to its high amount of active frames. The first hit can start guaranteed combos, though it can be difficult to setup due to how fast it ends. Interestingly, it is set apart from identical neutral aerials in that the second hit possesses fixed knockback, KO'ing characters at the exact same percentages regardless of their weight.
Forward aerial   7%/11% A downward slash. It comes out on frame 10 with the lowest amount of ending lag of Roy's aerials, auto-cancels from a short hop, and has KO potential at high percentages. It can also be used in quick succession due to its low ending lag, making it possible to perform a wall of pain.
Back aerial   9%/12% Rotates his body to perform an upward slash. Interestingly, it turns Roy around completely, similarly to Marth's and Jigglypuff's back aerials. Has great KO potential at high percentages and is also a devastating edgeguarding tool.
Up aerial   6%/9% A backflipping, upward arcing slash. Useful for juggling, and the sweetspot can even KO at very high percentages. The sourspot can lead into other aerials while falling.
Down aerial Half Moon 10%/15% A two-handed, downward slash between his legs, similar to Ike's down aerial. Has the capability to meteor smash when sweetspotted, though it can be very difficult to aim due to its slim hitbox. It's also risky to use offstage due to Roy's fast falling speed and poor recovery, possibly causing a self-destruct. This move has a flame effect.
Grab   Reaches out with his free hand.
Pummel   1.3% A knee strike. A fairly fast pummel.
Forward throw   5% An elbow strike with his sword arm. Has very high base knockback, making it mainly used for sending opponents offstage.
Back throw   5% Tosses the opponent behind himself. Can set up into a KO with his back aerial.
Up throw   6% Heaves the opponent upward with his free hand. Roy's only throw with KO potential, starting around 170%. Can allow up aerial chains at low to mid percents.
Down throw Slam 5% A one-armed body slam. Roy's only combo throw and is very reliable due to the amount of followups it can potentially set up into, though, it has very low hitstun. However, it can follow up into neutral and forward aerial at low percents depending on the opponent's DI.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets up while slashing to the left and then to the right.
Floor attack (back)
Floor getups (back)
  7% Gets into a kneeling position and then slices around himself as he gets up.
Floor attack (trip)
Floor getups (trip)
  5% Hops briskly to his feet to perform a thrust to the left and a slash to the right.
Edge attack
Edge getups
  8% Performs an outward slash while climbing up.
Neutral special Flare Blade 6%-35%, 36%-50% (fully charged), 10% recoil (fully charged) Rears back and ignites the Binding Blade before performing a lunging, two-handed downward slash that generates an explosion. Roy can turn while charging the move. Functions similarly to Eruption, as it can be charged before unleashing the explosion, with the explosion's size growing as it charges. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it will OHKO every character in the game, with the exception of Shulk in the Shield Monado Art. A fully charged Flare Blade is also capable of instantaneously breaking a full shield, similar to a fully charged Shield Breaker. It also has deceptively low ending lag that allows it to be potentially safe on shield and can be used to bait approaches.
Side special Double-Edge Dance Varies A sequence of sword slashes with several variations based on directional input. There are four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green. While identical to Marth and Lucina's Dancing Blade, its overall knockback is stronger than Dancing Blade, and the last hit of each variation deals flame damage unlike Dancing Blade because of the Binding Blade igniting. The lower-held green strikes deal a fairly large amount of damage and is useful for damaging shields, the upward blue variant is useful for setting up juggle situations, while the final forward-held hit has surprisingly high KO potential, being stronger than Cloud's Limit Cross Slash and being able to kill opponents near the ledge at lower than 80%.
Up special Blazer 4%/5.5% (grounded hit 1), 4.5% (aerial hit 1), 1.1% (grounded hits 2-4), 1% (aerial hits 2-4), 7%/8% (grounded hit 5), 6% (aerial hit 5) A jumping reverse gripped slash, which ignites the Binding Blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. The grounded version deals more knockback, and has brief super armor before Roy leaves the ground. Roy cannot sweetspot ledges with the move unless he has traveled half of Blazer's maximum distance.
Down special Counter 1.35× (minimum 9%) Parries and then counterattacks against any incoming attacks with an outward slash that ignites the Binding Blade. It has a 1.35× damage multiplier, the third highest of any counterattack in the game by default, with Counter Throw and Gut Check tied for second (1.5×), Tetrakarn in first (1.6×), and Vision surpassing it while the Buster Monado Art is active.
Final Smash Critical Hit 1% (hits 1-10), 35% (hit 11) Swings the Binding Blade in a circular motion, which ignites its blade, before performing a two-handed, downward slash that generates a powerful explosion. Unlike Marth and Lucina's Critical Hit, Roy's is not a one-hit KO unless performed at the ledge. The circular swing can hit up to four times from the front, though it can hit up to ten times if performed on an opponent behind Roy. It is based on the Binding Blade's ranged attack in The Binding Blade.
Double-Edge Dance
Hit Damage Description
First Hit (Neutral) 2%/3% Does an outward slash. Deals very little knockback to combo into its other hits. Can jab lock. The tipper lifts opponents off the ground slightly, making it combo into the second hit more consistently.
Second Hit (Up) 2%/3% An upwards lifting slash. Has greater vertical reach than the first hit or the second neutral hit. Lifts opponents slightly off the ground, with the tipper hit pulling them in slightly.
Second Hit (Neutral) 2%/3% Does an inward slash. Has a shorter hitbox than the first hit, which can lead to it sometimes missing if the first hit is landed from too far away. Deals very little knockback in order to connect more consistently. Can jab lock.
Third Hit (Up) 3%/4% Does an upwards slash while turning clockwise. Launches opponents slightly up and away, leading into the upward finisher. Combo's well into the last hit forward.
Third Hit (Neutral) 3%/4% Takes a step forward and does a leaning outward slash.
Third Hit (Down) 3%/4% Leans in and does a horizontal slash low to the ground. Good for not getting punished, as Roy steps back after he swings.
Fourth Hit (Up) 5%/7% Twirls counterclockwise and does an flaming upward slash. Launches opponents up, making it useful for starting juggling strings. Has the least ending lag of the three finishers. Fairly low knockback. Has greater vertical reach than any other hit of the move.
Fourth Hit (Neutral) 4%/6% Turns counterclockwise, steps forward, and does powerful flaming vertical slash downward. This is the strongest finisher in regards to knockback. The hilt by itself is incredibly powerful, KOing middleweights at the ledge around 80% (or even lower with rage), but the hit is much weaker when tippered, only beginning to KO around 161%.
Fourth Hit (Down) 2% (hit 1-4), 3/5% (hit 5) Does a flurry of five lower stabs. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Has the highest ending lag and the lowest knockback of the three finishers, mainly should be used as a damage racking option.

On-screen appearance

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

Idle poses

  • Pumps his fist while smiling.
  • Rubs the edge of the Binding Blade's blade.

Taunts

  • Up taunt: Triumphantly holds the Binding Blade overhead.
  • Side taunt: Winds back before striking a pose while holding the Binding Blade in a reverse grip while saying "I won't lose!" (僕 は 負けない!, "I won't lose!")
  • Down taunt: Kneels and twirls the Binding Blade behind himself, hollering as he does so.

Victory poses

  • Left: Swipes his sword once over his shoulder, then swipes it down and behind him while facing left, saying "Now, the true battle begins..." ("真の戦いは、これからだ", The true fight is after this.). Afterwards, the camera zooms in on his face, focusing on his eyes.
  • Up: Spins the Binding Blade one and a half times and then sheaths it, saying "That was a fierce battle." ("苦しい戦いだった", It was a difficult fight.).
  • Right: Flourishes his sword and poses with it by his side, saying "Failure is not an option!" ("守るべきもののために、負けられない!", For those whom I must protect, I will not lose!) before the camera dramatically zooms in on Roy's face.
An orchestral, sped-up cover of several bars of the Fire Emblem Theme, the title theme for the original Fire Emblem: Shadow Dragon and the Blade of Light, which has since become the main theme of the series and appeared in every game.

In competitive play

Notable players

Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.

Active

Inactive

Classic Mode: A Journey of Swords

 
Roy's congratulations screen.

Roy's opponents consist of entirely sword-fighters, with the exception of the final round.

Round Opponent Stage Music Notes
1 Lucina  , Chrom  , and Ike   Castle Siege Beyond Distant Skies - Roy's Departure Free-For-All
2 Meta Knight   Halberd Meta Knight's Revenge
3 Link   Skyloft Ballad of the Goddess (Remix)
4 Shulk   Gaur Plain You Will Know Our Names
5 Cloud   Midgar Fight On!
6 Marth  , Corrin (x2) (  ) Coliseum Winning Road - Roy's Hope
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Credits roll after completing Classic Mode. Completing it as Roy has Winning Road - Roy's Hope accompany the credits.

Role in World of Light

 
Finding Roy in World of Light

Although Roy does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

Presumably, Roy fell temporarily under Dharkon's control after Galeem was first defeated, the narration of Dharkon's introduction being vague on how many fighters he stole from Galeem.

Roy appears in The Final Battle as one of the last fighters imprisoned by Galeem. He is one of the few obligatory unlocks, defeating him leads to a fight with Master Hand and the subsequent reveal of Bayonetta's location.

Fighter Battle

No. Image Name Type Power Stage Music
25 Roy Attack 12,500 Castle Siege (Ω form) Beyond Distant Skies - Roy's Departure

Template:-

Spirits

Roy's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 coins. Unlocking Roy in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
642 Leif (Fire Emblem) Fire Emblem series Roy   9,300 Castle Siege N/A •The enemy can unleash powerful critical hits at random
•The enemy heals over time
Fire Emblem Theme
647 Eliwood Fire Emblem series Roy   9,800 Castle Siege (Battlefield form) •Easy to Launch
•Hazard: Lava Floor
•The floor is lava
•All fighters are easy to launch after a little while
•The enemy's explosion and fire attacks have increased power
Winning Road - Roy's Hope
649 Raven Fire Emblem series Roy   1,700 Coliseum •Defense ↓
•Attack Power ↑
•All fighters have reduced defense
•All fighters have increased attack power
Attack - Fire Emblem
1,170 Garet Golden Sun series Roy   2,500 Temple (Battlefield form) •Hazard: Lava Floor •The floor is lava
•The enemy starts the battle with a Fire Flower
Battle Scene / Final Boss - Golden Sun
1,204 Sagi Baten Kaitos series Roy  
Corrin  
1,600 Gaur Plain (Battlefield form) •Item: Timer •Reinforcements will appear during the battle
•The enemy is easily distracted by items
The Valedictory Elegy
1,230 Welt Soma Bringer Roy   3,600 Gaur Plain (Battlefield form) •Defense ↓ •You have reduced defense
•Stamina battle
Attack - Soma Bringer

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
644 Lilina Fire Emblem series Palutena  
Roy  
3,500 Gaur Plain (Battlefield form) N/A •The enemy's explosion and fire attacks have increased power
•The enemy favors side specials
•Reinforcements will appear during the battle
Beyond Distant Skies - Roy's Departure Roy
650 Ninian Fire Emblem series Palutena  
Roy  
3,400 Castle Siege (Battlefield form) N/A •Defeat the main fighter to win
•The enemy can use their Final Smash twice in a row
•The enemy's FS Meter charges quickly
Winning Road - Roy's Hope Eliwood
1,168 Isaac Golden Sun series Mii Swordfighter   (Moveset 1222, Isaac Wig, Isaac's Outfit, High Voice Type 1)
Palutena  
Robin  
Roy  
8,900 Wuhu Island (Swaying Bridge) Assist Trophy Enemies (Isaac) •The enemy's magic attacks have increased power
•Hostile assist trophies will appear
•Reinforcements will appear during the battle
Battle Scene / Final Boss - Golden Sun Garet

Alternate costumes

 
               

Gallery

Character Showcase Video

Trivia

  • Roy's pose in his official artwork resembles his forward tilt.
    • Interestingly, Roy also performs his forward tilt in his splash art for Super Smash Bros. 4.
  • Roy is the first fighter to be introduced as a clone and later have an echo of their own in a later installment.
  • Roy is the only character with an Echo Fighter to not be in the same Classic Mode unlock tree as his echo; he is in Mario's character tree, while his echo, Chrom, is in Yoshi's unlock tree.
    • Interestingly, Roy being unlocked in Mario's Classic Mode tree references their fiery attacks in combat.
  • Like in Smash 4, Roy will revert to Marth's idle animation while holding a small throwable item, although now he also transitions to his Smash 4's crouching animation.
  • In Roy's character showcase video, he is seen with a new dashing animation, but in the final build of the game, he reuses his dashing animation from Smash 4.
  • Whenever Roy frees a spirit from its puppet fighter after winning a spirit battle on the Spirit Board or fires a small shooting item such as a Ray Gun from the ground, his sheath appears with his sword inside on the left side of his belt. This is due to a positioning error when copying Marth's animation to Roy.
    • Marth, Lucina, and Chrom also share this oddity, although their sheaths won't disappear due to already being visible in battle.
  • In his second idle pose (where he runs his hand across the Binding Blade), his hand does not appear to be physically touching the blade
  • Roy is the only male character unlocked in the Final Battle realm in World of Light.
    • Additionally, since Roy is found in the Final Battle, he is the only character with an Echo Fighter based off of them who cannot be found in the Light Realm, as Samus, Peach, Marth, Pit, Ryu, and Simon can all be found in it, while all Echo Fighters (except Dark Samus) can be found in the Dark Realm.
      • This also means that Roy is the only character with an Echo Fighter that can be unlocked in World of Light first, with Chrom being found in the Sacred Land sub-world of the Dark Realm.
  • Strangely enough, Roy's neutral aerial uses weight-independent knockback on its second hit, causing it to KO all characters at the same percentage regardless of their weight. This is likely an oversight, as the neutral aerials of Marth, Lucina, and his Echo Fighter Chrom have weight-independent knockback on the first hit instead to link more consistently into the second hit, which deals normal knockback affected by weight.
  • Echo fighters notwithstanding, Roy is erroneously misplaced on the back of the NTSC physical case of Ultimate, where every character is meant to be displayed in order of their debut appearance to the series. This also affects Luigi, Zelda, Ike, Toon Link, Inkling, Ridley, Palutena, Corrin, and Cloud.
    • In Roy's case, he is positioned just before Diddy Kong.
    • Thusly, Roy is the only character with an echo fighter to not be placed next to them.
  • In terms of unlock order through VS. matches, Roy is the last character with an Echo Fighter who is encountered, and he is notably encountered after other Echo Fighters. Roy is the 29th character to be encountered through VS. Matches, while Echo Fighters Lucina and Daisy are the 22nd and 28th characters respectively to be encountered.
    • Coincidentally, his Echo Fighter, Chrom, is also the last Echo Fighter to be encountered through VS. Matches.
  • Although Roy's Classic Mode contains characters wielding swords, Young Link, Toon Link and Robin do not appear as his opponents, excluding Ganondorf who only has a sword for neutral ground attacks.
    • Furthermore, considering that he's the only unique boss of Ultimate who doesn't face characters outside his own series, Ganon does not appear as Roy's boss despite possessing two swords in battle.