Editing Roy (SSB4)

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|availability = [[Downloadable content (SSB4)|Downloadable]]
|availability = [[Downloadable content (SSB4)|Downloadable]]
|tier = E
|tier = E
|ranking = 41
|ranking = 42
}}
}}
:{{Cquote|''Roy Seals the Deal!''|cite=Introduction tagline}}
:{{Cquote|Roy Seals the Deal!|cite=Introduction tagline}}
'''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 announced alongside {{SSB4|Ryu}} during a [[Nintendo Direct]] on June 14th, 2015, and was made available that same day as [[Downloadable content (SSB4)|downloadable content]] alongside {{SSB4|Lucas}} and Ryu.<ref>[https://www.youtube.com/watch?v=WWM-SCjIuNg Super Smash Bros. for Nintendo 3DS / Wii U - New Content Approaching 6.14.15]</ref> {{s|wikipedia|Jun Fukuyama}} reprises his role as Roy's voice actor from ''[[Super Smash Bros. Melee]]'', providing new voice clips that mimic the ones he recorded in the game.<ref>[https://www.sourcegaming.info/2015/06/25/ryu-roy-and-lucas-join-the-battle-sakurai-famitsu-column-vol-481/ Ryu, Roy, and Lucas join the battle!]</ref>
'''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 announced alongside {{SSB4|Ryu}} during a [[Nintendo Direct]] on June 14th, 2015, and was made available that same day as [[Downloadable content (SSB4)|downloadable content]] alongside {{SSB4|Lucas}} and Ryu.<ref>[https://www.youtube.com/watch?v=WWM-SCjIuNg Super Smash Bros. for Nintendo 3DS / Wii U - New Content Approaching 6.14.15]</ref> {{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]]''.<ref>[https://www.sourcegaming.info/2015/06/25/ryu-roy-and-lucas-join-the-battle-sakurai-famitsu-column-vol-481/ Ryu, Roy, and Lucas join the battle!]</ref>


Roy is ranked 41st out of 54 on the [[tier list]], placing him in the E tier. This is a slight improvement to Roy's low-tier placement in ''Melee'', where he was ranked 21st out of 26. However, due to ''SSB4''{{'}}s tier structure, Roy is actually rendered as a mid-tier character.
Roy is currently ranked 42nd out of 55 on the [[tier list]], placing him in the E tier. In addition to rendering him as the lowest ranking DLC character, this is roughly similar to Roy's low-tier placement in ''Melee'', where he was ranked 20th out of 26. Due to ''SSB4''{{'}}s tier structure as of the current tier list, however, Roy is actually rendered as a mid-tier character.


Roy boasts good overall mobility and attack speed, owing to very fast [[dash]]ing and [[air speed]]s, alongside fast-starting attacks that allow him to quickly react to openings. When coupled with the [[fireemblemwiki:Binding Blade (weapon)|Binding Blade]]'s highly damaging sweetspots, which are close to its hilt, he boasts impressive power and a number of strong KOing options at close range.
Roy boasts good overall mobility and attack speed, owing to very fast [[dash]]ing and [[air speed]]s, alongside fast-starting attacks that allow him to quickly react to openings. When coupled with the [[fireemblemwiki:Binding Blade (weapon)|Binding Blade]]'s highly damaging sweetspots, which are close to its hilt, Roy boasts impressive power and a number of strong KOing options at close range.


He also benefits from gameplay changes brought about by ''SSB4'': the [[rage]] mechanic supplements his strong sweetspotted attacks, the changes to hitstun and shieldstun make his sweetspots significantly safer on hit, 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 forward and down throw, neutral attack, neutral and up aerial, and [[Double-Edge Dance]].
Roy also benefits from gameplay changes brought about by ''SSB4'': the [[rage]] mechanic supplements his strong sweetspotted attacks, the changes to hitstun and shieldstun make his sweetspots significantly safer on hit, 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 forward and down throw, neutral attack, neutral and up aerial, and [[Double-Edge Dance]].


Roy, however, is strongly held back by a poor approach, owing to his slow [[air acceleration]] and unsafe aerials that cannot [[autocancel]] in a [[short hop]]. On a related note, Roy is ineffective at spacing: despite having disjointed range, the Binding Blade's inconvenient sourspots force him to space his sweetspotted attacks dangerously close to opponents.
Roy, however, is strongly held back by a poor approach, owing to his slow [[air acceleration]] and unsafe aerials that cannot [[autocancel]] in a [[short hop]]. On a related note, Roy is ineffective at spacing: despite having disjointed range, the Sword of Seals' inconvenient sourspots force him to space his sweetspotted attacks dangerously close to opponents.


Roy's combo game is also flawed: his sweetspotted moves are ineffective at performing lengthy combos past medium percents, while his forward, back and down throws are heavily reliant on reads because of their very low hitstun. Finally, Roy suffers from a poor recovery: [[Blazer]] is predictable and covers very minimal vertical distance, while his very fast [[falling speed]] not only hinders his recovery, but also makes him susceptible to combos.
Roy's combo game is also flawed: his sweetspotted moves are ineffective at performing lengthy combos past medium percents, while his forward, back and down throws are heavily reliant on reads because of their very low hitstun. Finally, Roy suffers from a poor recovery: [[Blazer]] is predictable and covers very minimal vertical distance, while his very fast [[falling speed]] not only hinders his recovery, but also makes him susceptible to combos.


Due to the above factors, Roy has attained below-average tournament representation. Despite this, he has achieved some degree of competitive success, thanks to the likes of players such as {{Sm|Hyper Kirby}}, {{Sm|Flow}}, and {{Sm|Cloudy}}.
Due to the above factors, Roy has attained below-average tournament representation. Despite this, he has achieved some degree of competitive success, thanks to the likes of {{Sm|Hyper Kirby}} and {{Sm|Cloudy}}.


==Attributes==
==Attributes==
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==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''[[Super Smash Bros. Melee]]''==
Roy is frequently placed within a group of characters ({{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Charizard}}, {{SSB4|King Dedede}} and {{SSB4|Pit}}) that are the most noticeably reworked [[veteran]]s in ''SSB4''. In Roy's case, several of his moves were de-cloned from {{SSB4|Marth}} in a similar vein to {{SSBB|Falco}} and {{SSBB|Ganondorf}} in ''[[Brawl]]'', to the point that he is now a semi-clone. Although Roy received a mix of buffs and nerfs in the transition from ''Melee'' to ''SSB4'', he has overall been buffed.
Roy is frequently placed within a group of characters ({{SSB4|Bowser}}, {{SSB4|Dr. Mario}}, {{SSB4|Charizard}}, {{SSB4|King Dedede}} and {{SSB4|Pit}}) that are the most noticeably reworked [[veteran]]s in ''SSB4''. In Roy's case, several of his moves were de-cloned from {{SSB4|Marth}}, to the point that he is now a semi-clone. Although Roy received a mix of buffs and nerfs in the transition from ''Melee'' to ''SSB4'', he has overall been buffed.


Among Roy's buffs are his greatly improved mobility, now having a much faster dashing speed and one of the fastest air speeds in the game, as well as his moveset being notably more rewarding than in ''Melee'': most of his moves are different from Marth, such as his new neutral attack, forward and up tilts, dash attack and down aerial, most of which have reduced lag, improved hitbox placements, and increased power, improving his close-ranged offense and combo game, and giving him more reliable KO moves. His damage output is much higher, and his sweetspotted attacks are considerably more powerful, giving him a bevy of new KOing options, which generally alleviates his main weakness from ''Melee''. His attack speed is faster overall, with his aerials in particular having significantly reduced ending and landing lag, [[L-canceling]] notwithstanding. The addition of [[rage]] boosts his KO power even further, while his heavier weight allows him to use it quite effectively. He also has much better endurance thanks to a his much higher weight. Lastly, Roy's recovery is generally better, thanks to [[Blazer]]'s improved horizontal distance, his faster air speed, and the removal of [[edge hogging]].
Among Roy's buffs are his greatly improved mobility, now having a much faster dashing speed and one of the fastest air speeds in the game, as well as his moveset being notably more rewarding than in ''Melee'': most of his moves are different from Marth, such as his new neutral attack, forward and up tilts, dash attack and down aerial, thus no longer suffering from terrible hitbox placements and blindspot due to having Marth's attacks but with higher lag or slower animations, all of which improve his close-ranged offense and combo game, and many of which are more reliable KO moves. His damage output is much higher, and his sweetspotted attacks are considerably more powerful, giving him a bevy of new KOing options, which generally alleviates his main weakness from ''Melee''. His attack speed is faster overall, with his aerials in particular having significantly reduced ending and landing lag, [[L-canceling]] notwithstanding. The addition of [[rage]] boosts his KO power even further, while his heavier weight allows him to use it quite effectively. He also has much better endurance thanks to a his much higher weight. Lastly, Roy's recovery is generally better, thanks to [[Blazer]]'s improved horizontal distance, his faster air speed, and the introduction of edge trumping.


However, Roy has also received several nerfs. Roy now stands at Marth's height, which enlarges his hurtbox, though his attacks have much shorter ranges and hitbox durations in spite of this, forcing him to fight at a much closer range, exacerbating one of his key weaknesses in ''Melee''. For the most part, Roy is also harmed by the post-''Melee'' gameplay changes: the loss of [[wavedash]]ing and L-canceling, as well as the weakening of [[dash-dancing]], noticeably worsen his approach. The general increase in range for other characters since ''Melee'', such as with {{SSB4|Donkey Kong}} and {{SSB4|Bowser}}, also indirectly hurts him. [[Double-Edge Dance]]'s first hit has almost completely lost its ability to stall his descent due to his faster falling speed, which hurts his recovery despite its improvements. Lastly, Roy's heavier weight makes him easy to combo despite falling speeds being slower in ''SSB4'' than they were in ''Melee''.
However, Roy has also received several nerfs. Roy now stands at Marth's height, which enlarges his hurtbox, though his attacks have much shorter ranges and hitbox durations in spite of this, forcing him to fight at a much closer range, exacerbating one of his key weaknesses in ''Melee''. For the most part, Roy is also harmed by the post-''Melee'' gameplay changes: the loss of [[wavedash]]ing and L-canceling, as well as the weakening of [[dash-dancing]], noticeably worsen his approach. The general increase in range for other characters since ''Melee'', such as with {{SSB4|Donkey Kong}} and {{SSB4|Bowser}}, also indirectly hurts him. [[Double-Edge Dance]]'s first hit has almost completely lost its ability to stall his descent due to his faster falling speed, which hurts his recovery despite its improvements. Lastly, Roy's heavier weight makes him easy to combo despite falling speeds being slower in ''SSB4'' than they were in ''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 in ''The Binding Blade'', whereas his {{s|wikipedia|vambrace}}s, {{s|wikipedia|poleyn}}s, greaves, and gloves are from his attire as an [[fireemblemwiki:Downloadable content in Fire Emblem Awakening#Characters|Einherjar]] in ''Awakening''.}}
*{{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 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 unique 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 unique to ''SSB4''.}}
*{{change|Roy now has eight costumes much like the rest of the cast. He has received six new alternate costumes, each of which is based on {{s|fireemblemwiki|Alen}}, [[fireemblemwiki:Lance_(character)|Lance]], {{s|fireemblemwiki|Marcus}}, {{s|fireemblemwiki|Zephiel}}, {{s|fireemblemwiki|Cecilia}}, and his father, {{s|fireemblemwiki|Eliwood}}.}}
*{{change|Roy has received three new [[alternate costume]]s.}}
*{{change|Roy has been updated with universal features introduced in ''Brawl''.}}
*{{change|Roy has been updated with universal features introduced in ''Brawl''.}}
**{{change|Roy uses various voice clips for any move between any [[tilt attack]], his [[dash attack]], and all [[aerial attack]]s except for his down aerial.}}
**{{change|Roy uses various voice clips for any move between any [[tilt attack]], his [[dash attack]], and all [[aerial attack]]s except for his back aerial.}}
**{{change|Roy has an [[on-screen appearance]] and two new [[taunt]]s. His taunt from ''Melee'' has been moved to his down taunt.}}
**{{change|Roy has an [[on-screen appearance]] and two new [[taunt]]s. His taunt from ''Melee'' has been moved to his down taunt.}}
*{{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|Roy is more expressive. He smiles during his fist pumping idle pose, and either scowls or sternly clenches his teeth during some attacks.}}
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===Attributes===
===Attributes===
*{{nerf|Roy is taller, making his hurtbox slightly larger. While this would also improve his overall [[range]], this is largely mitigated by the majority of his moveset having smaller hitboxes and/or altered hitbox placements because of the aforementioned alterations to most of his sword-based attacks' animations.}}
*{{nerf|Roy is taller, making his hurtbox slightly larger. While this would also improve his overall [[range]], this is largely mitigated by the majority of his moveset having smaller hitboxes and/or altered hitbox placements because of the aforementioned alterations to most of his sword-based attacks' animations.}}
*{{change|Roy is significantly [[weight|heavier]] (85 → 95), going from a heavier lightweight to an average middleweight (tied with {{SSB4|Robin}} and {{SSB4|Pac-Man}}). This improves his endurance, but makes him more susceptible to combos.}}
*{{change|Roy is much [[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).}}
*{{buff|Roy [[dash]]es much faster (1.61 → 1.95).}}
*{{buff|Roy [[dash]]es much faster (1.61 → 1.95).}}
*{{buff|Roy [[jump]]s higher (28.36337281 → 30.969999).}}
*{{buff|Roy's [[air speed]] is drastically faster (0.9 → 1.24).}}
**{{change|Roy's [[short hop]] height is also higher (9.132671053 → 13). Compared to the returning veterans, however, Roy's short hop height is lower, going from the fifth lowest out of 26 characters to the sixth lowest out of 58.}}
*{{change|Roy [[falling speed|falls]] slower (2.4 → 1.8).}}
*{{buff|Roy's [[air speed]] is drastically faster (0.9 → 1.24), going from the 12th fastest in ''Melee'' to the fourth fastest.}}
*{{change|As with the returning veterans, Roy's [[falling speed]] was decreased (2.4 → 1.8). Compared to the returning veterans, however, Roy falls faster. Improving his vertical endurance, but also making him more susceptible to combos.}}
*{{change|The removal of [[chain grab]]bing both helps and hinders Roy. It results in him no longer being susceptible to chain grabs, while his faster falling speed results in him no longer being susceptible to pseudo-chain grabs. However, it hinders his damage racking potential.}}
*{{change|The removal of [[chain grab]]bing both helps and hinders Roy. It results in him no longer being susceptible to chain grabs, while his faster falling speed results in him no longer being susceptible to pseudo-chain grabs. However, it hinders his damage racking potential.}}
*{{nerf|The weakening of [[Dash-dance|dash-dancing]] and the removal of [[wavedash]]ing significantly hinder Roy's approach.}}
*{{nerf|The weakening of [[Dash-dance|dash-dancing]] and the removal of [[wavedash]]ing significantly hinder Roy's approach.}}
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**{{nerf|Forward tilt's duration is shorter (5 frames → 3) than the previous forward tilt's.}}
**{{nerf|Forward tilt's duration is shorter (5 frames → 3) than the previous forward tilt's.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Roy has a new up tilt, a reverse gripped overhead arcing slash. Compared to the previous up tilt, it deals more damage (6%/8%/9%/10% → 7%/12%) and the sweetspot has more knockback scaling, making it much stronger, while the sourspots deal consistent damage and less knockback scaling (120/118/116/100 → 103). It also has less start-up (frame 7 → 6) and ending lag (FAF 40 → 39) and its sourspot has more base knockback (20 → 30). Altogether, these traits make it better both for KOing and combos.}}
**{{buff|Roy has a new up tilt, a reverse gripped overhead arcing slash. Compared to the previous up tilt, it deals more damage (6%/8%/9%/10% → 7%/12%), making it much stronger than the previous up tilt in spite of it having less knockback scaling (120/118/116/100 → 103). It also has less start-up (frame 7 → 6) and ending lag (FAF 40 → 39) and its sourspot has more base knockback (20 → 30). Altogether, these traits make it better for KOing and combos.}}
**{{nerf|Up tilt's duration is shorter (7 frames → 5) than the previous up tilt's.}}
**{{nerf|Up tilt's duration is shorter (7 frames → 5) than the previous up tilt's.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{nerf|Sweetspotted down tilt deals less damage (12% → 11%).}}
**{{nerf|Sweetspotted down tilt deals 1% less damage (12% → 11%).}}
**{{buff|Sourspotted down tilt deals more damage (6% → 6.5%).}}
**{{buff|Sourspotted down tilt deals 0.5% more damage (6% → 6.5%).}}
**{{buff|Down tilt has decreased start-up lag (frame 8 → 7).}}
**{{buff|Down tilt has decreased start-up lag (frame 8 → 7).}}
**{{change|Down tilt has decreased base knockback (90/70 → 50/40). Due to its angle being altered (80° → 30°), it is also now a [[semi-spike]]. These changes improve its edgeguarding and [[tech-chasing]] potential, but significantly hinder its combo potential.}}
**{{change|Down tilt has decreased base knockback (90/70 → 50/40). Due to its angle being altered (80° → 30°), it is also now a [[semi-spike]]. These changes improve its edgeguarding and [[tech-chasing]] potential, but significantly hinder its combo potential.}}
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*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Roy has a new dash attack, an inward horizontal slash. Compared to the previous dash attack, it deals more damage (12%/6% → 13%/9%), knockback (70/35 (base)/55/60 (scaling) → 65/60 (base)/82/60 (scaling)) and its sweetspot has a different angle (110° → 52°). It also does not suffer from the infamously poor hitbox issues at close range from Melee due to it being a different attack. Altogether, these traits make it better for KOing.}}
**{{buff|Roy has a new dash attack, an inward horizontal slash. Compared to the previous dash attack, it deals more damage (12%/6% → 13%/9%), knockback (70/35 (base)/55/60 (scaling) → 65/60 (base)/82/60 (scaling)) and its sweetspot has a different angle (110° → 52°). It also does not suffer from the infamously poor hitbox issues at close range from Melee due to it being a different attack. Altogether, these traits make it better for KOing.}}
**{{nerf|Dash attack has more start-up (frame 12 → 13) and ending lag (FAF 40 → 50) compared to the previous dash attack.}}
**{{nerf|Dash attack has more start-up (frame 12 → 13) and much more  ending lag (FAF 40 → 50) compared to the previous dash attack.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{nerf|Roy has a new forward smash, a rotating two-handed downward slash based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''. Compared to the previous forward smash, its sweetspot is smaller because of it having a "medium-spot" that deals 3% less damage (20% → 17%). It also has more start-up (frame 12 → 14) and ending lag (FAF 54 → 55), less vertical range, and a shorter duration (3 frames → 2).}}
**{{nerf|Roy has a new forward smash, a rotating two-handed downward slash based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''. Compared to the previous forward smash, its sweetspot is smaller because of it having a "medium-spot" that deals 3% less damage (20% → 17%). It also has more start-up (frame 12 → 14) and ending lag (FAF 54 → 55), less vertical range, and a shorter duration (3 frames → 2).}}
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===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have decreased ending lag (FAF 50 → 46 (neutral), FAF 35 → 30 (forward), FAF 43 → 36 (back), FAF 49 → 42 (up), FAF 64 → 52 (down)).}}
*{{buff|All aerials have decreased ending lag (FAF 50 → 46 (neutral), FAF 35 → 30 (forward), FAF 43 → 36 (back), FAF 49 → 42 (up), FAF 64 → 52 (down)).}}
*{{nerf|Neutral, forward, and up aerials autocancel later (frame 32 → 47 (neutral), frame 30 → 33 (forward), frame 30 → 38 (up)). Forward aerial in particular no longer has an autocancel window, losing its ability to autocancel.}}
*{{nerf|Neutral, forward, and up aerials autocancel later (frame 32 → 47 (neutral), frame 30 → 33 (forward), frame 30 → 38 (up)), and forward air no longer has an autocancel window, losing its ability to autocancel.}}
*{{change|All aerials have decreased landing lag (20/10 frames (normal/L-canceled) → 11 (neutral), 20/10 frames → 13 (forward), 24/12 frames → 16 (back), 18/9 frames → 14 (up), 32/16 frames → 23 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated.}}
*{{change|All aerials have decreased landing lag (20/10 frames (normal/L-canceled) → 11 (neutral), 20/10 frames → 13 (forward), 24/12 frames → 16 (back), 18/9 frames → 14 (up), 32/16 frames → 23 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, neutral aerial's first hit no longer deals consistent damage (4% → 6%/4%).}}
**{{change|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, neutral aerial's first hit no longer deals consistent damage (4% → 6%/4%).}}
**{{buff|Neutral aerial's sweetspotted second hit deals 0.5% more damage (8% → 8.5%).}}
**{{buff|Neutral aerial's sweetspotted second hit deals 0.5% more damage (8% → 8.5%).}}
**{{buff|Neutral aerial has decreased start-up lag (frame 7 → frame 6 (hit 1), frame 17 → frame 15 (hit 2)). Its second hit also has increased knockback scaling (80 → 100) and its angle has been altered (361° → 50°). Altogether, these changes improve its combo and KO potential.}}
**{{buff|Neutral aerial has decreased start-up lag (frame 7 → frame 6 (hit 1), frame 17 → frame 15 (hit 2)). Its second hit also has increased knockback scaling (80 → 100) and its angle has been altered (361° → 50°). Altogether, these changes improve its combo and KO potential.}}
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**{{buff|Up aerial's duration is longer (5 frames → 7) and its sweetspot has increased knockback (20 (base)/70 (scaling) → 40/80), improving its juggling potential.}}
**{{buff|Up aerial's duration is longer (5 frames → 7) and its sweetspot has increased knockback (20 (base)/70 (scaling) → 40/80), improving its juggling potential.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Roy has a new down aerial, a two-handed downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. Compared to the previous down aerial, it deals much more damage (6%/9% → 10%/15%), has more vertical range, its sweetspot is easier to land, and its sourspot has KO potential against grounded opponents. It also has higher knockback (40 (base)/70 (scaling) → 20/30 (base)/90 (scaling)) compared to the previous down aerial, improving its KO potential.}}
**{{buff|Roy has a new down aerial, a two-handed downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. Compared to the previous down aerial, it deals much more damage (6%/9% → 10%/15%), has more vertical range, its sweetspot is easier to land, and its sourspot has KO potential against grounded opponents. It also has higher knockback (40 (base)/70 (scaling) → 20/30 (base)/90 (scaling)) compared to the previous down aerial, improving its KO potential.}}
**{{nerf|Down aerial has less horizontal range, more start-up lag, and a shorter duration (frames 7-10 16-17) compared to the previous down aerial.}}
**{{nerf|Down aerial has less horizontal range, more start-up lag, and a shorter duration (4 frames → 2) compared to the previous down aerial.}}
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] makes down aerial significantly better at meteor smashing compared to the previous down aerial.}}
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] makes down aerial significantly better at meteor smashing compared to the previous down aerial.}}


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**{{buff|Pummel is faster (24 frames → 15).}}
**{{buff|Pummel is faster (24 frames → 15).}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw deals more damage (5% → 6%).}}
**{{nerf|Up throw deals 1% more damage (5% → 6%), although its knockback scaling was compensated too much (130 → 100). This hinders its KO potential in spite of its higher damage output.}}
**{{nerf|It has reduced knockback scaling (130 → 100), hindering its KO potential in spite of its higher damage output.}}
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals less damage (6% → 5%).}}
**{{buff|Down throw deals 1% less damage (6% → 5%) and its angle has been altered (361° → 80°), significantly improving its combo potential.}}
**{{buff|It launches at a higher angle (361° → 80°), which coupled with its lower damage output significantly improves its combo potential.}}
*[[Floor attack]]:
*[[Floor attack]]:
**{{buff|Front and back floor attacks deal more damage (6% → 7%).}}
**{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}}
**{{change|Due to the introduction of [[tripping]] in ''Brawl'', Roy has received a floor attack after tripping.}}
**{{change|Due to the introduction of tripping in ''Brawl'', Roy has received a floor attack after tripping.}}


===Special moves===
===Special moves===
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**{{change|Flare Blade has updated visual effects. All of its stages now unleash a minor explosion, with most of the higher stages unleashing the large explosions from ''Melee''. It also has updated sound effects, as it now stops emitting sound when fully charged and before its explosion.}}
**{{change|Flare Blade has updated visual effects. All of its stages now unleash a minor explosion, with most of the higher stages unleashing the large explosions from ''Melee''. It also has updated sound effects, as it now stops emitting sound when fully charged and before its explosion.}}
**{{change|Flare Blade's animation has slightly changed. Roy now briefly lifts the Binding Blade with both hands to his side when returning to his neutral stance.}}
**{{change|Flare Blade's animation has slightly changed. Roy now briefly lifts the Binding Blade with both hands to his side when returning to his neutral stance.}}
**{{change|Roy has gained a new voice clip for releasing a fully charged Flare Blade. In ''Melee'', it used his blast KO voice clip.}}
*[[Double-Edge Dance]]:
*[[Double-Edge Dance]]:
**{{buff|Aside from its first and fourth downward hits, [[Double-Edge Dance]]'s other have decreased start-up lag. Its third downward hit also no longer consists of multiple hits and launches at a lower trajectory. These changes make its hits connect together better.}}
**{{buff|Aside from its first and fourth downward hits, [[Double-Edge Dance]]'s other have decreased start-up lag. Its third downward hit also no longer consists of multiple hits and launches at a lower trajectory. These changes make its hits connect together better.}}
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**{{change|Double-Edge Dance's animation has changed. The slashes are now identical to [[Dancing Blade]] from ''Brawl''.}}
**{{change|Double-Edge Dance's animation has changed. The slashes are now identical to [[Dancing Blade]] from ''Brawl''.}}
*[[Blazer]]:
*[[Blazer]]:
**{{buff|Blazer deals more damage (13.18% → 16.8%) and its last hit has increased knockback (10 (base)/100 (scaling) → 40/130), improving its KO potential. It also has lingering hitboxes at its end, and can be reversed before start-up. It also travels more horizontal distance and the grounded version received more intangibility frames on start-up.}}
**{{buff|Blazer deals 3.62% more damage (13.18% → 16.8%) and its last hit has increased knockback (10 (base)/100 (scaling) → 40/130), improving its KO potential. It also has lingering hitboxes at its end, and can be reversed before start-up. It also travels more horizontal distance and the grounded version received more intangibility frames on start-up.}}
**{{nerf|Blazer travels less vertical distance.}}
**{{nerf|Blazer travels less vertical distance.}}
**{{change|Blazer's first hit has significantly decreased set knockback (200 → 160/120). This makes its hits connect together better, but removes its one-hit KO potential against the lightest characters.}}
**{{change|Blazer's first hit has significantly decreased set knockback (200 → 160/120). This makes its hits connect together better, but removes its one-hit KO potential against the lightest characters.}}
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==Moveset==
==Moveset==
*For simplicity if, for example, Roy's blade does 6% damage while the tip does 4%, and the attack has no other hitboxes, it is written as 6%/4%.
''For a gallery of Roy's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|nocustoms=y
|nocustoms=y
|neutralname=Slash ({{ja|リフトスラッシュ|Rifuto Surasshu}}, ''Lift Slash'')
|neutralname=&nbsp;
|neutralcount=1
|neutralcount=1
|neutral1dmg=7.5%/4.8%
|neutral1dmg=7.5% (sweetspot), 4.8% (sourspot)
|neutraldesc=A reversed gripped upward slash. Easily chains into itself, forward tilt and a grab at low percents, and his forward and up aerials at high percents. Starts at frame 5, making it a great tool for spacing, combos, and stopping approaches.
|neutraldesc=A reversed gripped upward slash. Easily chains into itself, forward tilt and a grab at low percents, and his forward and up aerials at high percents. Starts at frame 5, making it a great tool for spacing, combos, and stopping approaches.
|ftiltname=Sharp Edge ({{ja|オーバーバッシュ|ōbābasshu}}, ''Over Bash'')
|ftiltname=&nbsp;
|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdmg=12.5% (sweetspot), 9% (near), 8% (far)
|ftiltdesc=A reverse gripped downward slash. Very strong for a tilt attack, it usually KOs around 120% from center-stage when sweetspotted, making it a viable KO option. However, it has noticeable ending lag, making it punishable. The sweetspot is safe on shield if Roy does not directly touch the opponent's shield.
|ftiltdesc=A reverse gripped downward slash. Very strong for a tilt attack, it usually KOs around 120% from center-stage when sweetspotted, making it a viable KO option. However, it has noticeable ending lag, making it punishable. The sweetspot is safe on shield if Roy does not directly touch the opponent's shield.
|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=12%/7%
|utiltdmg=12% (sweetspot), 7% (sourspot)
|utiltdesc=A reverse gripped overhead arcing slash. Very strong like his forward tilt, it usually KOs around 110% when sweetspotted. However, it has rather low horizontal range and high ending lag, which make it very punishable on shield.
|utiltdesc=A reverse gripped overhead arcing slash. Very strong like his forward tilt, it usually KOs around 110% when sweetspotted. However, it has rather low horizontal range and high ending lag, which make it very punishable on shield.
|dtiltname=Low Stab ({{ja|ロースラスト|Rō Surasuto}}), ''Low Thrust'')
|dtiltname=&nbsp;
|dtiltdmg=11%/6.5%
|dtiltdmg=11% (sweetspot), 6.5% (sourspot)
|dtiltdesc=A kneeling thrust, identical to {{SSB4|Marth}} and {{SSB4|Lucina}}'s down tilts, but with lower range. Has the lowest amount of ending lag out of his tilt attacks, and is useful for [[shield stab]]bing, edgeguarding or starting [[Tech-chasing|tech-chases]] thanks to it being a [[semi-spike]]. However, it has much less knockback growth than his other tilts.
|dtiltdesc=A kneeling thrust, identical to {{SSB4|Marth}} and {{SSB4|Lucina}}'s down tilts, but with lower range. Has the lowest amount of ending lag out of his tilt attacks, and is useful for [[shield stab]]bing, edgeguarding or starting [[Tech-chasing|tech-chases]] thanks to it being a [[semi-spike]]. However, it has much less knockback growth than his other tilts.
|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=13%/9%
|dashdmg=13% (sweetspot), 9% (sourspot)
|dashdesc=An inward horizontal slash across the ground. It has good KO potential for a dash attack, KOing when sweetspotted around 130%, however it has moderate start-up and high ending lag, making it very unsafe on shield.
|dashdesc=An inward horizontal slash across the ground. It has good KO potential for a dash attack, KOing when sweetspotted around 130%, however it has moderate start-up and high ending lag, making it very unsafe on shield.
|fsmashname=&nbsp;
|fsmashname=&nbsp;
|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. It is based on his regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''.
|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 ({{ja|フレイムソード|Fureimu Sōdo}})
|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)
|usmashdesc=An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. Powerful enough to KO middleweights around 100% while uncharged. Good for juggling opponents in the air, as it grants intangibility to Roy's arm throughout its duration. The attack's multiple hits transition faster if the initial portion of the thrust connects. The move also deals 1% more damage on an aerial opponent (for a total of 18% if all hits connect). High ending lag like his other smash attacks.
|usmashdesc=An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. Powerful enough to KO middleweights around 100% while uncharged. Good for juggling opponents in the air, as it grants intangibility to Roy's arm throughout its duration. The attack's multiple hits transition faster if the initial portion of the thrust connects. The move also deals 1% more damage on an aerial opponent (for a total of 18% if all hits connect). High ending lag like his other smash attacks.
|dsmashname=&nbsp;
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|15}}/{{ChargedSmashDmgSSB4|10}} (front hit) {{ChargedSmashDmgSSB4|17}}/{{ChargedSmashDmgSSB4|11}} (back hit)
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (front sweetspot), {{ChargedSmashDmgSSB4|17}} (back sweetspot) {{ChargedSmashDmgSSB4|10}} (front sourspot), {{ChargedSmashDmgSSB4|11}} (back sourspot)
|dsmashdesc=A kneeling outward slash in front of himself and then behind himself. Weaker than his other smash attacks, but it has the fastest start-up, and is useful for punishing rolls. Can KO uncharged around the 120% range if sweetspotted with the front hit, and around 100% sweetspotted with the back hit. While it has very quick start-up, it has the longest ending lag of all his smash attacks, which makes it very punishable when whiffed.
|dsmashdesc=A kneeling outward slash in front of himself and then behind himself. Weaker than his other smash attacks, but it has the fastest start-up, and is useful for punishing rolls. Can KO uncharged around the 120% range if sweetspotted with the front hit, and around 100% sweetspotted with the back hit. While it has very quick start-up, it has the longest ending lag of all his smash attacks, which makes it very punishable when whiffed.
|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairname=&nbsp;
|nairdmg=6%/4% (hit 1), 8.5%/5% (hit 2)
|nairdmg=6% (hit 1 sweetspot), 4% (hit 1 sourspot), 8.5% (hit 2 sweetspot), 5% (hit 2 sourspot)
|nairdesc=An inward slash followed by a spinning, outward slash. One of Roy's most useful spacing and combo options thanks to its quick start-up, long-lasting duration, and low landing lag. The second hit is capable of attacking behind him, and the sourspot can catch opponents before he lands. The first hit is risky due to its short range, but it is a surprisingly effective combo starter. Very useful for KO set-ups at high percents, as landing the first hit can lead into an up tilt, up smash, or [[Blazer]].
|nairdesc=An inward slash followed by a spinning, outward slash. One of Roy's most useful spacing and combo options thanks to its quick start-up, long-lasting duration, and low landing lag. The second hit is capable of attacking behind him, and the sourspot can catch opponents before he lands. The first hit is risky due to its short range, but it is a surprisingly effective combo starter. Very useful for KO set-ups at high percents, as landing the first hit can lead into an up tilt, up smash, or [[Blazer]].
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg=11%/7%
|fairdmg=11% (sweetspot), 7% (sourspot)
|fairdesc=A downward slash. It is fairly strong when sweetspotted, as it can KO opponents reliably while on-stage and especially off-stage. Good for air-to-air combat because of its low ending lag. It is possible to jump out of one from a short hop, and it can be used twice before landing from a jump. If performed fast enough, it can combo into itself when using his double jump.
|fairdesc=A downward slash. It is fairly strong when sweetspotted, as it can KO opponents reliably while on-stage and especially off-stage. Good for air-to-air combat because of its low ending lag. It is possible to jump out of one from a short hop, and it can be used twice before landing from a jump. If performed fast enough, it can combo into itself when using his double jump.
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairname=&nbsp;
|bairdmg=12%/9%
|bairdmg=12% (sweetspot), 9% (sourspot)
|bairdesc=Rotates his body to perform an upward slash. It is stronger than forward aerial, and can KO opponents reliably while on-stage and especially off-stage. Covers good vertical and horizontal range, but has rather high ending lag. Like with Marth and Lucina's back aerials, it turns Roy around when used. Unlike their back aerials, however, its sourspot can [[lock]] opponents at medium percents if they miss a tech.
|bairdesc=Rotates his body to perform an upward slash. It is stronger than forward aerial, and can KO opponents reliably while on-stage and especially off-stage. Covers good vertical and horizontal range, but has rather high ending lag. Like with Marth and Lucina's back aerials, it turns Roy around when used. Unlike their back aerials, however, its sourspot can [[lock]] opponents at medium percents if they miss a tech.
|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg=9%/6%
|uairdmg=9% (sweetspot), 6% (sourspot)
|uairdesc=A backflipping, upward arcing slash. The weakest of Roy's aerials in terms of damage and knockback, but it is his fastest one, due to it coming out on frame 5 (the same as his neutral attack). Its large arc and speed also make it suitable for juggling and/or combos, as it is able to follow up with most of his grounded attacks at low percents while he is falling, and into his aerials at high percents. Its sourspot also has a long duration, which allows it to function as a KO set-up, such as into back aerial or Blazer.
|uairdesc=A backflipping, upward arcing slash. The weakest of Roy's aerials in terms of damage and knockback, but it is his fastest one, due to it coming out on frame 5 (the same as his neutral attack). Its large arc and speed also make it suitable for juggling and/or combos, as it is able to follow up with most of his grounded attacks at low percents while he is falling, and into his aerials at high percents. Its sourspot also has a long duration, which allows it to function as a KO set-up, such as into back aerial or Blazer.
|dairname=Half Moon ({{ja|メテオドロップ|meteodoroppu}}, ''Meteor Drop'')
|dairname=&nbsp;
|dairdmg=15%/10%
|dairdmg=15% (sweetspot), 10% (sourspot)
|dairdesc=A two-handed, downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. It has a powerful [[meteor smash]] hitbox near the Binding Blade's hilt, while the rest of its blade launches opponents upward. KOs around 130% when sweetspotted on-stage. However, it has considerable ending and landing lag, which makes it risky to use off-stage, especially due to Roy's very high falling speed.
|dairdesc=A two-handed, downward slash between his legs, similar to {{SSB4|Ike}}'s down aerial. It has a powerful [[meteor smash]] hitbox near the Binding Blade's hilt, while the rest of its blade launches opponents upward. KOs around 130% when sweetspotted on-stage. However, it has considerable ending and landing lag, which makes it risky to use off-stage, especially due to Roy's falling speed.
|grabname=&nbsp;
|grabname=&nbsp;
|grabdesc=Reaches out with his free hand.
|grabdesc=Reaches out with his free hand.
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|uthrowdmg=6%
|uthrowdmg=6%
|uthrowdesc=Heaves the opponent upward with his free hand. Like Marth and Lucina's up throws, it is Roy's only throw with KO potential, although it starts KOing slightly later in comparison (at around 170%).
|uthrowdesc=Heaves the opponent upward with his free hand. Like Marth and Lucina's up throws, it is Roy's only throw with KO potential, although it starts KOing slightly later in comparison (at around 170%).
|dthrowname=Slam ({{ja|グラブドロップ|Gurabo Doroppu}}, ''Grab Drop'')
|dthrowname=&nbsp;
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=A one-armed body slam. Aesthetically, it appears almost identical to forward throw, with its only difference being a shockwave effect to indicate the opponent hitting the ground. Mechanically, it functions much differently, as it launches the opponent directly above Roy and is a [[true combo]] into Blazer on most characters up to medium percents. Like Roy's forward throw, this throw causes very low hitstun, but its low base knockback and low knockback growth allow it to combo into neutral attack, up tilt and forward tilt at low percents, with the neutral attack combo allowing for the possibility of chaining into another grab if the opponent does not react in time. It can also combo into a neutral aerial, forward aerial and up aerial at medium percents.
|dthrowdesc=A one-armed body slam. Aesthetically, it appears almost identical to forward throw, with its only difference being a shockwave effect to indicate the opponent hitting the ground. Mechanically, it functions much differently, as it launches the opponent directly above Roy and is a [[true combo]] into Blazer on most characters up to medium percents. Like Roy's forward throw, this throw causes very low hitstun, but its low base knockback and low knockback growth allow it to combo into neutral attack, up tilt and forward tilt at low percents, with the neutral attack combo allowing for the possibility of chaining into another grab if the opponent does not react in time. It can also combo into a neutral aerial, forward aerial and up aerial at medium percents.
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|nsdesc=Rears back and ignites the Binding Blade's blade before performing a lunging, two-handed downward slash that generates an explosion. 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 is capable of [[one-hit KO]]ing all but {{SSB4|Shulk}} with the [[Monado Arts|Shield Art]] active and {{SSB4|Bowser}} from center-stage. To further supplement its power, it has surprisingly minimal ending lag, as Roy is able to act out of it almost immediately. However, a fully charged explosion deals 10% [[recoil damage]]. The fully charged explosion also has a sourspot at its edges that deals much less damage and knockback and is not a OHKO, though it is still powerful enough to KO at 41%. It is possibly Roy's best option to use to punish a [[stun]]ned opponent because of its OHKO potential when fully charged, especially considering Roy's good shield pressuring potential.
|nsdesc=Rears back and ignites the Binding Blade's blade before performing a lunging, two-handed downward slash that generates an explosion. 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 is capable of [[one-hit KO]]ing all but {{SSB4|Shulk}} with the [[Monado Arts|Shield Art]] active and {{SSB4|Bowser}} from center-stage. To further supplement its power, it has surprisingly minimal ending lag, as Roy is able to act out of it almost immediately. However, a fully charged explosion deals 10% [[recoil damage]]. The fully charged explosion also has a sourspot at its edges that deals much less damage and knockback and is not a OHKO, though it is still powerful enough to KO at 41%. It is possibly Roy's best option to use to punish a [[stun]]ned opponent because of its OHKO potential when fully charged, especially considering Roy's good shield pressuring potential.
|ssname=Double-Edge Dance
|ssname=Double-Edge Dance
|ssdmg=Varies
|ssdmg=3%-5% (first hit), 2%-3% (second forward hit), 2%-3% (second upward hit), 1%-3% (second downward hit), 2%-3% (third forward hit), 3% (third upward hit), 4% (third downward hit), 6% (last forward hit), 5% (last upward hit), 2% (last downward hits 1-4), 6% (last downward hit 5)
|ssdesc=A combination of sword swings, which can be influenced by directional inputs. Its animations are identical to [[Dancing Blade]] and its first hit stalls Roy's descent, although it is largely ineffective for recovery because of his falling speed being much faster than Marth and Lucina's. However, its overall knockback is slightly stronger than Dancing Blade, and the last hit of each variation deals [[flame]] damage unlike Dancing Blade because of the Binding Blade's blade igniting.
|ssdesc=A combination of sword swings, which can be influenced by directional inputs. The finishing swing is one of three options: an upward slash with KO potential at high percents but low range (tilting the control stick up), a downward slash with KO potential at high percents near the edge (no control stick input or tilting the control stick forward), or a flurry of low-angled thrusts that deal the most amount of damage but the least amount of knockback (tilting the control stick down). Its animations are identical to [[Dancing Blade]] and its first hit stalls Roy's descent, although it is largely ineffective for recovery because of his falling speed being much faster than Marth and Lucina's. However, its overall knockback is slightly stronger than Dancing Blade, and the last hit of each variation deals [[flame]] damage unlike Dancing Blade because of the Binding Blade's blade igniting.
|usname=Blazer
|usname=Blazer
|usdmg=5.5% (grounded hit 1), 4.5% (aerial hit 1), 1.1% (grounded hits 2-4), 1% (aerial hits 2-4), 8% (grounded hit 5), 6% (aerial hit 5)
|usdmg=5.5% (grounded hit 1 sweetspot), 4% (grounded hit 1 sourspot), 4.5% (aerial hit 1), 1.1% (grounded hits 2-4), 1% (aerial hits 2-4), 8% (hit 5 sweetspot), 7% (hit 5 sourspot), 6% (aerial hit 5)
|usdesc=A jumping reverse gripped slash, which ignites the Binding Blade's blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. A viable [[out of shield]] and KOing option, its grounded version is more powerful, as it KOs around 110% if all hits connect. Its grounded version also grants brief super armor at its beginning. However, it is a sub-par recovery option, due to it covering decent horizontal distance, but very minimal vertical distance.
|usdesc=A jumping reverse gripped slash, which ignites the Binding Blade's blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. A viable [[out of shield]] and KOing option, its grounded version is more powerful, as it KOs around 110% if all hits connect. Its grounded version also grants brief super armor at its beginning. However, it is a sub-par recovery option, due to it covering decent horizontal distance, but very minimal vertical distance.
|dsname=Counter
|dsname=Counter
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|fsdesc=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. 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 {{s|fireemblemwiki|range}}d attack in ''The Binding Blade''.
|fsdesc=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. 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 {{s|fireemblemwiki|range}}d attack in ''The Binding Blade''.
}}
}}
{| class="wikitable sortable"
|+Double-Edge Dance
! Hit
! Damage
! Description
|-
| First Hit (Neutral) || 3%/2% || A downwards slash towards the left while stepping forwards.
|-
| Second Hit (Up) || 3%/2% || Does an upwards lifting slash.
|-
| Second Hit (Neutral) || 3%/2% || Does a right-to-left swiping stab angled slightly downwards.
|-
| Third Hit (Up) || 4%/3% || Turns his body and swings upwards.
|-
| Third Hit (Neutral) || 4%/3% || Does an upwards swing while stepping forward.
|-
| Third Hit (Down) || 4%/3% || Steps forward and does a backhanded stab towards the ground before twirling.
|-
| Fourth Hit (Up) || 7%/5% || Performs a twirling overhead half-moon slash.
|-
| Fourth Hit (Neutral) || 6%/4% || Twirls counterclockwise and produces a strong downward.
|-
| Fourth Hit (Down) || 2% (hit 1-4), 5%/3% (hit 5) || Steps forward, bends close to the ground, and does a flurry of five stabs. The last hit launches opponents away.
|}
===Stats===
{{Attributes
|cast = 58
|weight = 95
|rweight = 30-32
|dash = 1.4
|rdash = 42-46
|run = 1.95
|rrun = 11
|walk = 1.15
|rwalk = 24-27
|trac = 0.06
|rtrac = 14-24
|airfric = 0.005
|rairfric = 52-54
|air = 1.24
|rair = 4
|baseaccel = 0.02
|rbaseaccel = 8-9
|addaccel = 0.03
|raddaccel = 54-56
|gravity = 0.114
|rgravity = 9
|fall = 1.8
|rfall = 5-8
|ff = 2.9
|rff = 6
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 30.969999
|rjumpheight = 45
|shorthop = 13
|rshorthop = 52-53
|djump = 28
|rdjump = 48-49
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Roy English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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|char=Roy
|char=Roy
|desc-up=Triumphantly holds the Binding Blade overhead.
|desc-up=Triumphantly holds the Binding Blade overhead.
|desc-side=Winds back before striking a pose while holding the Binding Blade in a reverse grip while saying "{{ja|僕は負けない!|Boku wa makenai!}}" (''"I won't lose!"'') This line was one of his victory quotes in ''Melee''.
|desc-side=Winds back before striking a pose while holding the Binding Blade in a reverse grip while saying "{{ja|僕 は 負けない!|Boku wa makenai!}}" (''"I won't lose!"'') This line was one of his victory quotes in ''Melee''.
|desc-down=Kneels and twirls the Binding Blade behind himself while yelling "Heee-ya!" This taunt returns from ''Melee''.}}
|desc-down=Kneels and twirls the Binding Blade behind himself while yelling "Heee-ya!" This taunt returns from ''Melee''.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Pumps his fist while smiling.
|desc-1=Pumps his fist while smiling. Unusually, this is actually a part of his standing animation and, unlike other idle poses, it can be seen in the [[character customization]] screen.
|desc-2=Rubs the edge of the Binding Blade.
|desc-2=Rubs the edge of the Binding Blade.
|image-1=RoyIdlePose1WiiU.jpg
|image-1=RoyIdlePose1WiiU.jpg
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|victory-theme=FireEmblemTheme.ogg
|victory-theme=FireEmblemTheme.ogg
|victory-desc=An orchestral excerpt of the title theme from ''{{s|fireemblemwiki|Fire Emblem: Shadow Dragon and the Blade of Light}}'', which has since become the main theme of the ''Fire Emblem'' series.
|victory-desc=An orchestral excerpt of the title theme from ''{{s|fireemblemwiki|Fire Emblem: Shadow Dragon and the Blade of Light}}'', which has since become the main theme of the ''Fire Emblem'' series.
|desc-1=Swings the Binding Blade once over his shoulder, then swings it down and behind him while facing left with his free hand clenched, saying {{ja|真の戦いは、これからだ|Shin no tatakai wa, korekara da}} (''"The real battle is yet to come."'')
|desc-1=Swings the Binding Blade once over his shoulder, then swings it down and behind him while facing left with his free hand clenched, saying "{{ja|真の戦いは、これからだ。|Shin no tatakai wa, korekara da.}}" (''"The real battle is yet to come."'')
|desc-2=Spins the Binding Blade one and a half times and then sheaths it, saying "{{ja|苦しい戦いだった|Kurushī tatakai datta}}" (''"That was a difficult battle."'') This replaces his victory animation from ''Melee'', where he plunged the Binding Blade into the ground.
|desc-2=Spins the Binding Blade one and a half times and then sheaths it, saying "{{ja|苦しい戦いだった。|Kurushī tatakai datta.}}" (''"That was a difficult battle."'') This replaces his victory animation from ''Melee'', where he plunged the Binding Blade into the ground.
|desc-3=Flourishes the Binding Blade in a circle before posing with it by his side, saying "{{ja|守るべきもののために、負けられない!|Mamoru beki mono no tame ni, makerarenai!}}" (''"For the sake of those I must protect, I will not lose!"'')
|desc-3=Flourishes the Binding Blade in a circle before posing with it by his side, saying "{{ja|守るべきもののために、負けられない!|Mamoru beki mono no tame ni, makerarenai!}}" (''"For the sake of those I must protect, I will not lose!"'')
|char=Roy}}
|char=Roy}}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
====Active====
*{{Sm|Cloudy|Mexico}} - The best Roy player in the world. Placed 3rd at [[Smash Factor Toluca]] and 9th at [[Smash Factor 6]]. He has wins over {{Sm|Kameme}} and {{Sm|Mr.R}}.
*{{Sm|Goblin|USA}} - Placed 25th at [[Shine 2018]].
*{{Sm|komorikiri|Japan}} - Plays Roy as a secondary/pocket. Placed 16th at the [[2GG Championship]] with a set win on {{Sm|CaptainZack}}.
*{{Sm|Lunchables|USA}} - Placed 25th at [[Smash 'N' Splash 3]].
*{{Sm|MopN|USA}} - Placed 33rd at [[The Big House 8]].
*{{Sm|Onies|Japan}} - The best Roy player in Japan.
*{{Sm|Serew|Netherlands}} - The best Roy player in the Netherlands.
*{{Sm|Sethlon|USA}} - Placed 17th at [[Low Tier City 4]] and 65th at [[Super Smash Con 2016]].
*{{Sm|Shoghi|Canada}} - Placed 13th at [[Battle of BC 2]].
*{{Sm|TheFlow|France}} - The best Roy player in France. Has wins over {{Sm|cyve}} and {{Sm|Lima}}.
*{{Sm|Zyth|USA}} - Placed 13th at [[Rebirth X]] with Roy.
====Inactive====
*{{Sm|BlueLink|Italy}} - Formerly ranked 1st on the [[Italian Power Rankings]] prior to his retirement.
*{{Sm|Hyper Kirby|USA}} - The best Roy player in the USA prior to his retirement. Placed 17th at [[MomoCon 2017]] and 25th at [[MomoCon 2018]].
*{{Sm|Manny|USA}} - Placed 7th at [[Frame Perfect Series]] and 9th at [[Shine 2016]].
*{{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|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===
Roy's initial perception among the community was very positive; players almost immediately recognized his powerful offense due to the prominent strengths of his sweetspotted attacks, heavily damaging throw set-ups, and significantly improved mobility. These views were especially noted because his semi-clone, {{SSB4|Marth}}, and by extension {{SSB4|Lucina}}, were considered poor characters at the time. Despite his extremely low representation, which was unseen of a perceived high-tier character, most of the community believed that Roy was a viable character, with some claiming him to be the premier swordfighter in the game. Even so, his viability was also disputed due to his sparse tournament placements and difficulty in initiating combo setups. Furthermore, characters considered worse than him received a variety of buffs in later updates, with a corresponding increase in tournament results and representation than Roy, while his weaknesses were made much more apparent to the community. As such, opinions on Roy quickly started to change for the worse due to his vulnerability to combos, weak recovery, and an ineffective close-ranged playstyle due to his poor approach and unimpressive range. In spite of his flaws and lacking tournament presence, Roy was ranked 32nd on the first ''4BR'' [[tier list]], placing him at the top of the low-tier.
Roy's initial perception among the community was very positive; players almost immediately recognized his powerful offense due to the prominent strengths of his sweetspotted attacks, heavily damaging throw set-ups, and significantly improved mobility. These views were especially noted because his semi-clone, {{SSB4|Marth}}, and by extension {{SSB4|Lucina}}, were considered poor characters at the time. Despite his extremely low representation, which was unseen of a perceived high-tier character, most of the community believed that Roy was a viable character, with {{Sm|ZeRo}} notably going as far as saying he was the best sword-wielding character in the game. Even so, his viability was also disputed due to his sparse tournament representation and results. Furthermore, characters considered worse than him received a variety of buffs in later updates, with a corresponding increase in tournament results and representation than Roy, while his weaknesses were made much more apparent to the community. As such, opinions on Roy quickly started to change due to his vulnerability to combos, weak recovery, and an ineffective close-ranged playstyle due to his poor approach and unimpressive range. In spite of these flaws and his sparse representation and results, Roy was ranked 32nd on the first ''4BR'' [[tier list]], placing him at the top of the low-tier.


Unfortunately for Roy, update [[1.1.4]] granted Marth and Lucina major buffs that significantly increased their effectiveness, while Roy only gained minor landing lag decreases to his aerials. This resulted in them, especially Marth, achieving improved results from professionals and saw their opinions reassessed as those of a high-tier and a mid-tier character, respectively. Conversely, Roy remained a low-tier character due to the minimal effectiveness of his buffs from update 1.1.4. The lack of significant breakthroughs to his lackluster approaches and middling combo game only served to further damage Roy's negative perception, which saw Roy being ranked 50th on the second tier list, placing him at the bottom of the low-tier.
However, update [[1.1.4]] granted Marth and Lucina major buffs that significantly increased their effectiveness, while Roy only gained minor landing lag decreases to his aerials. This resulted in them, especially Marth, achieving improved results from professionals and saw their opinions reassessed as those of a high-tier and a mid-tier character, respectively. Conversely, Roy remained a low-tier character due to the minimal effectiveness of his buffs from update 1.1.4. His position relative to the cast was still disputed; some professionals like ZeRo reconsidered him to be on the lower portion of the mid-tier, whereas others like {{Sm|Abadango}} considered him one of the worst characters in the game. In spite of his sparse tournament representation, he received some results from the few professionals who do main him. The biggest upset occurred at [[Super Smash Con 2016]], where {{Sm|Ryo}} went on a two-game win streak while using Roy against Abadango's {{SSB4|Mewtwo}}. Although Abadango would defeat Ryo in their third match by counterpicking with {{SSB4|Rosalina & Luma}}, he only did so narrowly. These results, however, were not enough to repair Roy's negative perception, and subsequently saw Roy being ranked 50th on the second tier list, placing him at the bottom of the low-tier.


However, Roy players began more success afterwards, most notably with Ryo's placement at {{Trn|Super Smash Con 2016}} and {{Trn|CEO 2017}}, where he used Roy to place top 32 at both events. This helped improve opinions on Roy, who rose to 44th on the third tier list, placing him in the upper portion of the low-tier. Roy's results would improve even further after Cloudy's high placing of 9th at [[Smash Factor 6]] while upsetting {{Sm|Kameme}}, 33rd at [[2GGC: Fire Emblem Saga]] as well, {{Sm|Serge}} reaching 7th with Roy as a secondary, and {{Sm|komorikiri}} placing 16th at [[2GG Championship]] while defeating {{Sm|CaptainZack}}. Despite this, Roy remains ranked at 41st on the fourth and final tier list, though due to the expansion of the tiers, he is now ranked as a mid-tier character. Throughout the game’s competitive lifespan, Roy's standing relative to the cast was among divisive compared to most of the cast. While a number of top players consider his placement to be accurate due to his polarized toolkit causing him to struggle against numerous characters, many players agreed that Roy could potentially rise slightly higher thanks to his good power and mobility.
Afterwards, three Roy players in {{Sm|Manny}}, {{Sm|VoiD}} and {{Sm|ScAtt}}, managed to place 4th, 7th and 25th, respectively, at [[Smash the Record 2016]], with the former two having played against each other in a Roy ditto. Ryo also managed to achieve better results with Roy. When coupled with Ryo's previous feat at Super Smash Con, Roy was ranked 44th on the third tier list, placing him in the upper portion of the low-tier. Roy's results would improve even further after Cloudy's high placing of 9th at [[Smash Factor 6]] while upsetting {{Sm|Kameme}}, 33rd at [[2GGC: Fire Emblem Saga]] as well, {{Sm|Serge}} reaching 7th with Roy as a secondary, and {{Sm|komorikiri}} placing 16th at [[2GG Championship]] while defeating {{Sm|CaptainZack}}. Despite this, Roy remains ranked at 42nd on the fourth and current tier list, though due to the expansion of the tiers, he is now ranked as a mid-tier character.


===Most historically significant players===
Overall, Roy's standing relative to the cast remains among the most divisive and debatable of the entire cast. While his tier placement is still slightly contested to this day due to his polarized strengths and weaknesses, many players agree that Roy could be ranked higher in future tier lists, with some such as {{Sm|Mr. R}} stating that Roy has potential to rise into the high tier.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
==Trophies==
:'''Roy'''
::''Roy, the main character of Fire Emblem: The Binding Blade, returns for the first time since Melee! In The Binding Blade, Roy led the troops of Pherae into battle in his ailing father’s stead, and now he brings his speed and talent for short-range combat into this game. His sword, the Sword of Seals, is uniquely powerful at the base of the blade.''


''See also: [[:Category:Roy players (SSB4)]]''
{{Trophy games|console1=GBA|game1=Fire Emblem: The Binding Blade}}


*{{Sm|Cloudy|Mexico}} - The best Roy player in the world. Placed 9th at {{Trn|Smash Factor 6}} and 33rd at both {{Trn|2GGC: Fire Emblem Saga}} and {{Trn|Smash Factor 7}} with wins over players such as {{Sm|Kameme}} and {{Sm|Mr.R}}.
:'''Roy (Alt)'''
*{{Sm|komorikiri|Japan}} (#12) - Used Roy as a secondary. Placed 5th at {{Trn|Sumabato 20}} and 9th at {{Trn|Sumabato 21}} with a win over {{Sm|CaptainZack}}.
::''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.''
*{{Sm|TheFlow|France}} - The best Roy player in Europe. Placed 7th at {{Trn|Albion 3}}, 9th at {{Trn|talent.io}}, and 25th at {{Trn|SALT}} with wins over players such as {{Sm|Lima}} and {{Sm|Glutonny}}. Ranked 30th on the [[European Smash 4 Power Rankings]].
*{{Sm|Hyper Kirby|USA}} - The best Roy player in the United States. Placed 17th at {{Trn|MomoCon 2017}} and 25th at both {{Trn|DreamHack Atlanta 2017}} and {{Trn|MomoCon 2018}} with wins over players such as {{Sm|Kameme}}, {{Sm|Fatality}}, and {{Sm|ScAtt}}.
*{{Sm|Ryo|USA}} (#77) - Used Roy as a secondary to his Ike. Placed 9th at {{Trn|Super Smash Con 2016}}, 25th at {{Trn|CEO 2017}}, and 33rd at {{Trn|2GGT: ZeRo Saga}}. He is also known for advancing Roy's metagame.


==[[Trophies]]==
{{Trophy games|console1=GBA|game1=Fire Emblem: The Binding Blade}}
{{Trophy/Fighter
|name=Roy
|image-3ds=RoyTrophy3DS.png
|image-wiiu=RoyTrophyWiiU.png
|mode=Classic
|desc=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.
|gamelist={{Trophy games|console1=GBA|game1=Fire Emblem: The Binding Blade|release1=2002 (JP)}}
}}
{{clrl}}


{{Trophy/Fighter
:'''Critical Hit'''
|name=Roy (Alt.)
::''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!''
|image-3ds=RoyAltTrophy3DS.png
|image-wiiu=RoyAltTrophyWiiU.png
|mode=Alt
|desc=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.
|gamelist={{Trophy games|console1=GBA|game1=Fire Emblem: The Binding Blade|release1=2002 (JP)}}
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Critical Hit (Roy)
<gallery>
|image=CriticalHitRoyTrophyWiiU.png
RoyTrophy3DS.png|Classic (3DS)
|desc-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!
RoyAltTrophy3DS.png|Alt. (3DS)
|desc-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!
RoyTrophyWiiU.png|Classic (Wii U)
|game=ssb4-wiiu
RoyAltTrophyWiiU.png|Alt. (Wii U)
}}
CriticalHitRoyTrophyWiiU.png|[[Critical Hit]] (Roy)
{{clrl}}
</gallery>
</center>


==[[Alternate costume (SSB4)#Roy|Alternate costumes]]==
==[[Alternate costume (SSB4)#Roy|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Roy Palette (SSB4).png]]
|colspan=8|[[Image:Roy Palette (SSB4).png]]
|-
|-
|{{Head|Roy|g=SSB4|s=50px}}
|{{Head|Roy|g=SSB4|s=50px}}
Line 467: Line 397:
SSB4 Roy SplashArt.png|Roy's splash art.
SSB4 Roy SplashArt.png|Roy's splash art.
Roy_amiibo.png|Roy's [[amiibo]].
Roy_amiibo.png|Roy's [[amiibo]].
Roy unlock notice SSB4-Wii U.png|Roy's unlock notice in {{forwiiu}} after downloading him from the [[Nintendo eShop]].
Roy Screen-1.jpg|Using his down taunt.
Roy Screen-1.jpg|Using his down taunt.
Roy Screen-2.jpg|Using his new neutral attack on {{SSB4|Captain Falcon}}.
Roy Screen-2.jpg|Using his new neutral attack on {{SSB4|Captain Falcon}}.
Line 481: Line 410:


==Trivia==
==Trivia==
*Roy and {{SSB4|Ryu}} are the only DLC characters to be released on the same day as their announcement.
*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''.
*Roy is the only one of the DLC veterans to not have had a trophy depicting him in the base game.
*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 slash sound effect.
**All of his sourspotted attacks emit a punch/kick sound effect, instead of a slash sound effect.
Line 489: Line 416:
**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 for taking light knockback (shared with {{SSB4|Mario}}, {{SSB4|Kirby}}, {{SSB4|Dr. Mario}}, {{SSB4|Ness}} and {{SSB4|Mewtwo}}).
**He only has one voice clip upon being KO'd.
**He only has one voice clip upon being blast KO'd (also shared with Mewtwo, as well as {{SSB4|Jigglypuff}} and {{SSB4|Bayonetta}}).
*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 version of ''SSB4''.
*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 Binding Blade 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.
*Roy, Ryu, Cloud, {{SSB4|Corrin}}, and {{SSB4|Bayonetta}}'s voice clips are in much lower quality than the rest of the cast in {{for3ds}}.
*Roy, {{SSB4|Ryu}}, Cloud, {{SSB4|Corrin}}, and {{SSB4|Bayonetta}}'s voice clips are in much lower quality than the rest of the cast in {{for3ds}}.
<!--If you're gonna write something about the Roy/Roy Koopa or Superspicy Curry references in the trailer, don't, because they are already on the SSB4 trailers page-->
<!--If you're gonna write something about the Roy/Roy Koopa or Superspicy Curry references in the trailer, don't, because they are already on the SSB4 trailers page-->
*Roy's new [[Final Smash]] is less powerful than his fully-charged Flare Blade.
*Roy's new [[Final Smash]] is less powerful than his fully-charged Flare Blade.
*Roy is one of two DLC characters to be made available for purchase the day of their reveal, with the other being Ryu.
*Roy is one of two DLC characters to be made available for purchase the day of their reveal, with the other being Ryu.
*Roy is one of only two characters in the ''Super Smash Bros.'' series to have the same name as another playable fighter, his counterpart being the [[Koopaling]] named [[Bowser Jr.|Roy Koopa]]. This is referenced in an official image on the ''Super Smash Bros. 4'' website.
**Additionally, despite having the same name, the [[Announcer]] has two different voice clips for announcing Roy and Roy Koopa's names.
*Roy is the only DLC fighter in the series to not have a projectile of any sort.


==References==
==References==

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