Editing Flare Blade

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[[File:Roy's B move.jpg|thumb|left|Fully charged Flare Blade in ''Melee''.]]
[[File:Roy's B move.jpg|thumb|left|Fully charged Flare Blade in ''Melee''.]]


Flare Blade shares the same arcing animation to Marth's Shield Breaker. However, Flare Blade can be charged significantly longer, which means it can deal more damage and knockback. The overhead slash will only produce a damaging [[flame]]-effect explosion if the attack connects with an opponent or the move is charged all the way, which hinders its hitbox.
Flare Blade shares the same arcing animation to Marth's Shield Breaker. However, Flare Blade can be charged significantly longer, which deals more damage and knockback. The overhead slash will only produce a damaging [[flame]]-effect explosion if the attack connects with an opponent or the move is charged all the way, which hinders its hitbox.


Flare Blade can be [[charge]]d for up to five seconds by holding the [[special]] button, growing stronger the longer Roy holds it in position, and it can be launched at any time during the charge. The move will be automatically launched if charged for the full five seconds. A fully charged Flare Blade inflicts an explosion that deals 50% [[damage]] and devastating knockback, enough to [[one-hit KO]] all characters on any normal-sized stage (on large and/or irregular stages such as [[Temple]], the move may not always KO), thus making a fully charged Flare Blade easily both the highest-damaging and farthest-[[knockback|launching]] neutral special in Melee.
Flare Blade can be [[charge]]d for up to five seconds by holding the [[special]] button, growing stronger the longer Roy holds it in position, and it can be launched at any time during the charge. The move will be automatically launched if charged for the full five seconds. A fully charged Flare Blade inflicts an explosion that deals 50% [[damage]] and devastating knockback, enough to [[one-hit KO]] all characters on any normal-sized stage (on large and/or irregular stages such as [[Temple]], the move may not always KO), thus making a fully charged Flare Blade easily both the highest-damaging and farthest-[[knockback|launching]] neutral special in Melee.

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