Editing Roy (SSBM)

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'''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is a [[unlockable character]] in ''[[Super Smash Bros. Melee]]''. He is a [[clone]] of {{SSBM|Marth}}, differentiated primarily by his [[sweetspot]]s being located near the center of his blade rather than the tip. He is voiced by {{s|wikipedia|Jun Fukuyama}}.
'''Roy''' ({{ja|ロイ|Roi}}, ''Roy'') is a [[unlockable character]] in ''[[Super Smash Bros. Melee]]''. He is a [[clone]] of {{SSBM|Marth}}, differentiated primarily by his [[sweetspot]]s being located near the center of his blade rather than the tip. He is voiced by {{s|wikipedia|Jun Fukuyama}}.


Roy currently ranks 21st on the ''Melee'' [[tier list]], in the D tier, which is his worst placement in the series. Roy's advantages include an above average approach due to having one of the best [[SHFFL]]s in the game, as well as a good grab game, and among the best [[reach]]es in the game thanks to his sword. However, Roy's flaws are significant, which include having poor flexibility in his combo game, attacks that are difficult to properly land, generally possessing significantly [[lag]]gy attacks, having few moves that can KO reliably and only one of which (forward smash) that is an adequate finisher. He also possesses one of the worst recoveries in the game as [[Blazer]] travels a very short distance vertically, and being a light character that is heavily susceptible to combos; as a result, Roy has significant KOing problems while being easy to KO himself. These flaws overpower Roy's strengths, leading to numerous matchups hard countering him, especially against those who are higher ranked than him on the tier list.
Roy currently ranks 21st on the ''Melee'' [[tier list]], in the D tier. Roy's advantages include an above average approach due to having one of the best [[SHFFL]]s in the game, as well as a good grab game, and among the best [[reach]]es in the game thanks to his sword. However, Roy's flaws are significant, which include having poor flexibility in his combo game, attacks that are difficult to properly land, generally possessing significantly [[lag]]gy attacks, having few moves that can KO reliably and only one of which (forward smash) that is an adequate finisher, and one of the worst recoveries in the game while being a light character that is heavily susceptible to combos; as a result, Roy has significant KOing problems while being easy to KO himself. These flaws overpower Roy's strengths, leading to numerous matchups hard countering him, especially against those who are higher ranked than him on the tier list.


==How to unlock==
==How to unlock==
Roy must be defeated in battle before he can be unlocked. There are two ways the player can encounter Roy:
To unlock Roy, the player must complete either Classic or Adventure Mode as Marth without using a continue, or play 900 VS. matches.
*One way is to complete Classic Mode, Adventure Mode, or All-Star Mode as Marth without using any continues. If the player fails to defeat Roy, they can re-fight him by doing this same method again.
 
*Another way is to play 900 VS. matches to completion. If the player fails to defeat Roy, they can re-fight him by playing another VS. match to completion. If this method is used, fighters with lower VS. match quotas must be unlocked before Roy can be fought. This prevents Roy from being unlocked before Marth.
Roy is fought on the [[Temple]] stage, with the track "Fire Emblem" playing.
Roy is fought on the [[Temple]] stage, with the track "Fire Emblem" playing.


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Overall, Roy does not fall into any specific fighter archetype; while having a slew of powerful attacks, Roy himself is rather nimble, boasting a relatively fast dash and a long [[dash dance]], combined with very high falling speed. However, Roy has a relatively below-average air speed, similar to {{SSBM|Marth}}. A combination of a fast falling speed and low traction gives Roy a somewhat long wavedash (sixth longest in the game).
Overall, Roy does not fall into any specific fighter archetype; while having a slew of powerful attacks, Roy himself is rather nimble, boasting a relatively fast dash and a long [[dash dance]], combined with very high falling speed. However, Roy has a relatively below-average air speed, similar to {{SSBM|Marth}}. A combination of a fast falling speed and low traction gives Roy a somewhat long wavedash (sixth longest in the game).


Being a clone of a top-tiered character in ''Melee'' (The character in question being {{SSBM|Marth}}), Roy inherits some positive properties emblematic of Marth's game plan. Due to his movement properties and long wavedash, Roy has excellent ground-based movement. His down tilt also serves as a respectable poke and combo starter, as it will send opponents straight up when hit, allowing for a follow-up. Combined with an effective grab game, with the second-largest non-disjointed grab range (behind only Marth), Roy can somewhat emulate one portion of Marth's effective [[neutral game]] play: threatening grabs and down tilt out of his dash dance. With his ability to [[chaingrab]] some fastfallers such as {{SSBM|Fox}} and {{SSBM|Falco}} with his up throw, [[tech chase]] opponents and set up [[edgeguard]]s with his down and forward throws, as well as perform a handful of other combo setups that stem from his grab, Roy can force his opponents to respect him in the neutral while creating tangible threats as well. Roy also has a very fast [[SHFFL]] due to his fast falling speed and low-startup aerials, allowing him to further protect his space as needed.
Being a clone of a top-tiered character in Marth, Roy inherits some positive properties emblematic of Marth's game plan. Due to his movement properties and long wavedash, Roy has excellent ground-based movement. His down tilt also serves as a respectable poke and combo starter, as it will send opponents straight up when hit, allowing for a follow-up. Combined with an effective grab game, with the second-largest non-disjointed grab range (behind only Marth), Roy can somewhat emulate one portion of Marth's effective [[neutral game]] play: threatening grabs and down tilt out of his dash dance. With his ability to [[chaingrab]] some fastfallers such as {{SSBM|Fox}} and {{SSBM|Falco}} with his up throw, [[tech chase]] opponents and set up [[edgeguard]]s with his down and forward throws, as well as perform a handful of other combo setups that stem from his grab, Roy can force his opponents to respect him in the neutral while creating tangible threats as well. Roy also has a very fast [[SHFFL]] due to his fast falling speed and low-startup aerials, allowing him to further protect his space as needed.


Roy also boasts high power in most of his ground-based attacks. Roy's forward smash, like Marth's, has quick startup and covers a large range; this is his primary KO move, and most of Roy's combos will end with a sweetspotted forward smash to send opponents off-stage. Its greater power up close can also punish overzealous opponents who carelessly step into Roy's threat zone, allowing for reversal situations. His other two smash attacks are more situational, but both his down and up smashes are strong when landed; the latter even has multi-hit properties and can [[spike]] when struck at the tip, although this is very situational. Roy's specials are also quite strong as well; [[Flare Blade]] is a decent edgeguarding tactic and has huge knockback nearing [[one-hit KO]] thresholds when fully charged, [[Double-Edge Dance]] can serve as a backup neutral poke with strong third and fourth hits, and [[Counter]] can be used as a devastating surprise option, turning the tables against single, strong hits when the opponent least expects it. Counter can also intercept linear recoveries, and because it scales based on move power, it will almost assuredly KO most recovering opponents if landed, unlike Marth's Counter, which often simply resets the situation.
Roy also boasts high power in most of his ground-based attacks. Roy's forward smash, like Marth's, has quick startup and covers a large range; this is his primary KO move, and most of Roy's combos will end with a sweetspotted forward smash to send opponents off-stage. Its greater power up close can also punish overzealous opponents who carelessly step into Roy's threat zone, allowing for reversal situations. His other two smash attacks are more situational, but both his down and up smashes are strong when landed; the latter even has multi-hit properties and can [[spike]] when struck at the tip, although this is very situational. Roy's specials are also quite strong as well; [[Flare Blade]] is a decent edgeguarding tactic and has huge knockback nearing [[one-hit KO]] thresholds when fully charged, [[Double-Edge Dance]] can serve as a backup neutral poke with strong third and fourth hits, and [[Counter]] can be used as a devastating surprise option, turning the tables against single, strong hits when the opponent least expects it. Counter can also intercept linear recoveries, and because it scales based on move power, it will almost assuredly KO most recovering opponents if landed, unlike Marth's Counter, which often simply resets the situation.
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**{{change|Sourspot damage was changed and mids do different damage, sourspot (4% → 3%), mid (4% → 5%).}}
**{{change|Sourspot damage was changed and mids do different damage, sourspot (4% → 3%), mid (4% → 5%).}}
***{{change|Due to the fact that mid has priority on both characters, the overall damage output is generally higher per hit however since it is only one hit the rate of attack is slower.}}
***{{change|Due to the fact that mid has priority on both characters, the overall damage output is generally higher per hit however since it is only one hit the rate of attack is slower.}}
**{{change|The sourspot has much less base knockback with slightly more growth (20 base/50 growth → 5/60), the mid and sweetspot however, have a higher base knockback (20 → 30).}}
**{{change|The sourspot has much less base knockback with slightly more growth (20 base/50 growth → 5/60), the mid and sweetspot however, have a higher base knockback (20 → 30)}}
**{{nerf|The move's animation is slower, although the hitbox timings are unchanged. This makes it take a frame longer for Roy's arm to be outstretched, and also reduces the vertical range of the slash, due to the unchanged hitbox timing.}}
**{{change|Although the animation is slower it still becomes interruptible on frame 26}}
**{{nerf|The hitboxes are smaller.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has a longer duration (4 frames → 5).}}
**{{buff|Forward tilt has a longer duration (4 frames → 5).}}
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*[[Down tilt]]:
*[[Down tilt]]:
**{{change|Instead of having horizontal knockback, Roy's down tilt has vertical knockback (30° → 80°), which allows it to leads into many combo setups, especially on fast fallers. In exchange, this makes Roy's down tilt much less useful for neutral resets and edgeguards against the rest of the cast.}}
**{{change|Instead of having horizontal knockback, Roy's down tilt has vertical knockback (30° → 80°), which allows it to leads into many combo setups, especially on fast fallers. In exchange, this makes Roy's down tilt much less useful for neutral resets and edgeguards against the rest of the cast.}}
**{{buff|The sweetspot deals more damage (10% → 12%) and has more base knockback (50 → 90), while the mid also deals more damage (9% → 10%) and has more base knockback (40 → 90)}}
**{{buff|The sweetspots and deals more damage (10% → 12%) and has more base knockback (50 → 90), the mid also deals more damage (9% → 10%) and has more base knockback (40 → 90)}}
***{{buff|Hitbox priority is on the hilt and mids on both characters since Roy has sweetspot on hilt and stronger mids his does more damage and knockback on average however as this move has a different launch angle/utility these changes aren't felt as strongly as they would be otherwise}}
***{{buff|Hitbox priority is on the hilt and mids on both characters since Roy has sweetspot on hilt and stronger mids his does more damage and knockback on average however as this move has a different launch angle/utility these changes aren't felt as strongly as they would be otherwise}}
**{{nerf|It has more startup (frame 7 → 8).}}
**{{nerf|It has more startup (frame 7 → 8).}}
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|game=SSBM
|game=SSBM
|neutralcount=1
|neutralcount=1
|neutralname=Slash ({{ja|スラッシュ|Surasshu}})
|neutralname=Slash
|neutral1dmg=5% (blade), 3% (tip), 6% (body)
|neutral1dmg=5% (blade), 3% (tip), 6% (body)
|neutraldesc=Identical to Marth's; he slashes in front of himself. However, Roy only slashes once, and at a slower rate than Marth. Additionally, Roy's version is devoid of [[buffer]], meaning the player has to press the attack button one at a time instead of mashing it.
|neutraldesc=Identical to Marth's; he slashes in front of himself. However, Roy only slashes once, and at a slower rate than Marth. Additionally, Roy's version is devoid of [[buffer]], meaning the player has to press the attack button one at a time instead of mashing it.
|ftiltname=Sharp Edge ({{ja|シャープエッジ|Shāpu Ejji}})
|ftiltname= 
|ftiltdmg=10% (blade), 7% (tip), 12% (body)
|ftiltdmg=10% (blade), 7% (tip), 12% (body)
|ftiltdesc=A fast upward swipe with the Binding Blade while leaning forward. Deals more damage if the opponent is closer to Roy. Can KO at high percentages or when the [[blast line]] is close by.
|ftiltdesc=A fast upward swipe with the Binding Blade while leaning forward. Deals more damage if the opponent is closer to Roy. Can KO at high percentages or when the [[blast line]] is close by.
|utiltname=Anti-Air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltname= 
|utiltdmg=Clean: 8% (blade & arm), 6% (tip), 10% (body)<br/>Late: 8% (blade & arm), 6% (tip), 10% (body)
|utiltdmg=Clean: 8% (blade & arm), 6% (tip), 10% (body)<br/>Late: 8% (blade & arm), 6% (tip), 10% (body)
|utiltdesc=Swings his sword in a large arc above his head. Despite generally covering Roy's hurtboxes, it is less powerful and has less combo potential than Marth's.
|utiltdesc=Swings his sword in a large arc above his head. Despite generally covering Roy's hurtboxes, it is less powerful and has less combo potential than Marth's.
|dtiltname=Low Stab ({{ja|ロースラスト|Rō Surasuto}}), ''Low Thrust'')
|dtiltname=Low Stab
|dtiltdmg=10% (blade), 6% (tip), 12% (body)
|dtiltdmg=10% (blade), 6% (tip), 12% (body)
|dtiltdesc=A sword poke to the ground. Has longer hitstun than most of Roy's other attacks, and also sends opponents upward, making it a good combo starter overall. Its range and speed makes it a very favorable move to use in the neutral game and spacing, as well as [[edgeguarding]].
|dtiltdesc=A sword poke to the ground. Has longer hitstun than most of Roy's other attacks, and also sends opponents upward, making it a good combo starter overall. Its range and speed makes it a very favorable move to use in the neutral game and spacing, as well as [[edgeguarding]].
|dashname=Raid Chop ({{ja|レイドチョップ|Reido Choppu}})
|dashname=Raid Chop
|dashdmg=12% (blade), 6% (tip)
|dashdmg=12% (blade), 6% (tip)
|dashdesc=A quick upward sweeping diagonal slash. Like Marth's, can either send opponents in front of him, behind him, or above him. Because this move has a slower animation overall than Marth's but the hitboxes are active for the same frames, the move starts before he even swings the sword and ends before it reaches halfway through his swing in front of him.
|dashdesc=A quick upward sweeping diagonal slash. Like Marth's, can either send opponents in front of him, behind him, or above him. Because this move has a slower animation overall than Marth's but the hitboxes are active for the same frames, the move starts before he even swings the sword and ends before it reaches halfway through his swing in front of him.
|fsmashname=Dragon Killer ({{ja|ドラゴンキラー|Doragon Kirā}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBM|20}} (blade), {{ChargedSmashDmgSSBM|12}} (tip)
|fsmashdmg={{ChargedSmashDmgSSBM|20}} (blade), {{ChargedSmashDmgSSBM|12}} (tip)
|fsmashdesc=Rotates body counter-clockwise with a strong arc-like swing from his head to the ground, similar to the animation of his neutral special. It is rather fast, and is Roy's primary KO move.
|fsmashdesc=Rotates body counter-clockwise with a strong arc-like swing from his head to the ground, similar to the animation of his neutral special. It is rather fast, and is Roy's primary KO move.
|usmashname=Flame Sword ({{ja|フレイムソード|Fureimu Sōdo}})
|usmashname=Flame Sword
|usmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-4), {{ChargedSmashDmgSSBM|10}} (hit 5)
|usmashdmg={{ChargedSmashDmgSSBM|2}} (hits 1-4), {{ChargedSmashDmgSSBM|10}} (hit 5)
|usmashdesc=A relatively quick sword thrust upwards with fire effects. Can act as an unorthodox spike if the enemy is hit on the sword's tip during the start of the attack, though this is highly situational. This attack is a multi-hit attack and the last hit has decent vertical knockback, if enemy is hit at the base. All hits can approximately deal up to {{ChargedSmashDmgSSBM|16.56}} damage due to [[stale move negation]].
|usmashdesc=A relatively quick sword thrust upwards with fire effects. Can act as an unorthodox spike if the enemy is hit on the sword's tip during the start of the attack, though this is highly situational. This attack is a multi-hit attack and the last hit has decent vertical knockback, if enemy is hit at the base. All hits can approximately deal up to {{ChargedSmashDmgSSBM|16.56}} damage due to [[stale move negation]].
|dsmashname=Whirlwind Blade ({{ja|旋風のブレード|Senpū no Burēdo}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBM|21}}/{{ChargedSmashDmgSSBM|14}} (front), {{ChargedSmashDmgSSBM|16}}/{{ChargedSmashDmgSSBM|8}} (back)
|dsmashdmg={{ChargedSmashDmgSSBM|21}}/{{ChargedSmashDmgSSBM|14}} (front), {{ChargedSmashDmgSSBM|16}}/{{ChargedSmashDmgSSBM|8}} (back)
|dsmashdesc=Sweeps his sword on the ground towards the front, then towards the back. A decent finisher, useful for vertical KOs, though there is rather high ending lag. Deals less damage if the opponent hits the tip of Roy's sword.
|dsmashdesc=Sweeps his sword on the ground towards the front, then towards the back. A decent finisher, useful for vertical KOs, though there is rather high ending lag. Deals less damage if the opponent hits the tip of Roy's sword.
|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairname=&nbsp;
|nairdmg=4% (hit 1), 8% (hit 2 base), 5% (hit 2 tip)
|nairdmg=4% (hit 1), 8% (hit 2 base), 5% (hit 2 tip)
|nairdesc=Two swipes around him via an inward slash then a full outward spin, with decent knockback and damage if sweetspotted.
|nairdesc=Two swipes around him via an inward slash then a full outward spin, with decent knockback and damage if sweetspotted.
|fairname=Aerial Swipe ({{ja|エアリアル スワイプ|Eariaru Suwaipu}})
|fairname=&nbsp;
|fairdmg=8% (base), 5% (tip)
|fairdmg=8% (base), 5% (tip)
|fairdesc=Swipes sword in front of him with surprising range and tends to be a primary combo tool due to its speed and recovery.
|fairdesc=Swipes sword in front of him with surprising range and tends to be a primary combo tool due to its speed and recovery.
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairname=&nbsp;
|bairdmg=9% (base), 6% (tip)
|bairdmg=9% (base), 6% (tip)
|bairdesc=Turns around and swipes inward with his sword, similar to his forward aerial in terms of usage and knockback. Like Marth's back aerial, this move turns Roy around.
|bairdesc=Turns around and swipes inward with his sword, similar to his forward aerial in terms of usage and knockback. Like Marth's back aerial, this move turns Roy around.
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairname=&nbsp;
|uairdmg=9% (base), 6% (tip)
|uairdmg=9% (base), 6% (tip)
|uairdesc=Swipes above outward while doing a delayed backflip. Meant to be a [[juggle]] tool, but is often subpar due to its low early knockback.
|uairdesc=Swipes above outward while doing a delayed backflip. Meant to be a [[juggle]] tool, but is often subpar due to its low early knockback.
|dairname=Half Moon ({{ja|ハーフムーン|Hāfu Mūn}})
|dairname=&nbsp;
|dairdmg=9% (base), 6% (tip)
|dairdmg=9% (base), 6% (tip)
|dairdesc=Swipes below via an outward wide slash. [[Meteor smash]]es opponents who come in contact with Roy's body, but is rather weak and has nearly unrecoverable ending lag. The move's sweetspot is extremely tiny; which is located at Roy's right arm and left shoulder (meaning that Roy has to overlap the opponent significantly), making it more difficult to hit with than {{SSBM|Jigglypuff}}'s [[Rest]].
|dairdesc=Swipes below via an outward wide slash. [[Meteor smash]]es opponents who come in contact with Roy's body, but is rather weak and has nearly unrecoverable ending lag. The move's sweetspot is extremely tiny; which is located at Roy's right arm and left shoulder (meaning that Roy has to overlap the opponent significantly), making it more difficult to hit with than {{SSBM|Jigglypuff}}'s [[Rest]].
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Roy reaches out with his free hand. Due to Roy being shorter than Marth, his grab range is slightly shorter, making it the 5th longest grab range overall and the second longest non-tether grab.
|grabdesc=Roy reaches out with his free hand. Due to Roy being shorter than Marth, his grab range is slightly shorter, making it the 5th longest grab range overall and the second longest non-tether grab.
|pummelname=Knee ({{ja|膝|Hiza}})
|pummelname=&nbsp;
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Knees the opponent.
|pummeldesc=Knees the opponent.
|fthrowname=Bounce ({{ja|バウンス|Baunsu}})
|fthrowname=&nbsp;
|fthrowdmg=5%
|fthrowdmg=5%
|fthrowdesc=Grabs and pushes forward, tripping them with his leg.
|fthrowdesc=Grabs and pushes forward, tripping them with his leg.
|bthrowname=Throw Away ({{ja|捨てる|Suteru}})
|bthrowname=&nbsp;
|bthrowdmg=5%
|bthrowdmg=5%
|bthrowdesc=Pulls the opponent behind him and extends his leg simultaneously.
|bthrowdesc=Pulls the opponent behind him and extends his leg simultaneously.
|uthrowname=Emblem Toss ({{ja|エンブレムトス|Enburemu Tosu}})
|uthrowname=&nbsp;
|uthrowdmg=5%
|uthrowdmg=5%
|uthrowdesc=Thrusts opponent upwards. Can chain grab [[fast-faller]]s at lower percentages. It is the second strongest up throw in the game.
|uthrowdesc=Thrusts opponent upwards. Can chain grab [[fast-faller]]s at lower percentages. It is the second strongest up throw in the game.
|dthrowname=Slam ({{ja|スラム|Suramu}})
|dthrowname=&nbsp;
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Tosses the foe to the ground. Has chain grab and frame-trap potential.
|dthrowdesc=Tosses the foe to the ground. Has chain grab and frame-trap potential.
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| Fourth Hit (Down) || 3% (hit 1-4), 5% (hit 5) || Does a flurry of lower stabs, each stab dealing [[flame]] damage.
| Fourth Hit (Down) || 3% (hit 1-4), 5% (hit 5) || Does a flurry of lower stabs, each stab dealing [[flame]] damage.
|}
|}
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 85
|rweight = 17-19
|dash = 1.4
|rdash = 14-18
|run = 1.61
|rrun = 7
|walk = 1.2
|rwalk = 6-10
|trac = 0.06
|rtrac = 15-23
|airfric = 0.005
|rairfric = 21-26
|air = 0.9
|rair = 12-14
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.03
|raddaccel = 13-19
|gravity = 0.114
|rgravity = 7
|fall = 2.4
|rfall = 4-5
|ff = 2.9
|rff = 8
|jumpsquat = 5
|rjumpsquat = 16-22
|jumpheight = 30.958
|rjumpheight = 19
|shorthop = 10.626
|rshorthop = 24
|djump = 21.82
|rdjump = 18
}}
'''PAL'''
{{Attributes
|cast = 26
|weight = 85
|rweight = 16-19
|dash = 1.4
|rdash = 14-18
|run = 1.61
|rrun = 7
|walk = 1.2
|rwalk = 6-10
|trac = 0.06
|rtrac = 15-23
|airfric = 0.005
|rairfric = 21-26
|air = 0.9
|rair = 11-13
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.03
|raddaccel = 13-19
|gravity = 0.114
|rgravity = 7
|fall = 2.4
|rfall = 4-5
|ff = 2.9
|rff = 8
|jumpsquat = 5
|rjumpsquat = 16-22
|jumpheight = 30.958
|rjumpheight = 19
|shorthop = 10.626
|rshorthop = 24
|djump = 21.82
|rdjump = 18
}}


===[[Announcer]] call===
===[[Announcer]] call===
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<!--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 -->
<!--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 -->
:''See also: [[:Category:Roy players (SSBM)]]''
:''See also: [[:Category:Roy players (SSBM)]]''
*{{Sm|LAG|Mexico}} - Currently considered one of the best active Roy players in the world. Mainly places in online tournaments, although has been ranked in offline rankings, such 50th on the [[Mexican Power Rankings]].
*{{Sm|LAG|Mexico}} - Currently considered one of the best active Roy players in the world. Ranked 50th on the [[Mexican Power Rankings]].
*{{Sm|Leon|France}} - Although better known for his {{SSBB|Marth}} in ''[[Brawl]]'', he placed well in many French tournaments with Roy. He won a smaller French tournament in {{Trn|Bushido Nibaï Impact II}} and still used the character at some of the more populated regionals in the country, placing 13th at {{Trn|Avalon I}}.
*{{Sm|Leon|France}} - Although better known for his {{SSBB|Marth}} in ''[[Brawl]]'', he placed well in many French tournaments with Roy.
*{{Sm|NEO|USA}} - Considered to be the best Roy player of all time with many results other Roy players still have yet to match. He was the closest a Roy player has gotten to winning a North American regional with his 2nd place at {{Trn|Pound}} and made other peaks with Roy such as 4th at {{Trn|MLG DC 2005}}.
*{{Sm|Lunchables|USA}} - A solid Roy player, although more known for his Roy in ''[[Project M]]''.
*{{Sm|Sethlon|USA}} - Was considered to be the current best Roy player in the world after NEO's retirement, due to his popularity and widely acclaimed combo video ''Ashes to Ashes.'' While his results were not at the same caliber as NEO, he made some respectable placements such as 49th at {{Trn|GENESIS}}.
*{{Sm|Masashi|Japan}} - The strongest player in Japan in the early days; has a competent Roy secondary.
*{{Sm|Zain|USA}} - Uses Roy under the moniker "DontTestMe"; started using Roy in the Slippy era to moderate success, defeating {{Sm|2saint}}, {{Sm|Ginger}}, and {{Sm|bobby big ballz}} in online tournaments. His 7th place finish at {{Trn|Wavedash 2023}} marked Roy's most notable offline tournament placing since NEO's results in the Golden Age. Has wins over {{Sm|Nickemwit}} and {{Sm|Kürv}} offline.
*{{Sm|NEO|USA}} - Considered to be the best Roy player of all time with many results other Roy players still have yet to match. Placed 2nd at {{Trn|Pound}}.
*{{Sm|Sethlon|USA}} - Was considered to be the current best Roy player in the world after NEO's retirement, due to his popularity and widely acclaimed combo video ''Ashes to Ashes.''
*{{Sm|Zain|USA}} - Uses Roy under the moniker "DontTestMe"; mostly uses Roy in online tournaments to moderate success. Online, he has defeated {{Sm|2saint}}, {{Sm|Ginger}}, and {{Sm|bobby big ballz}}. His 7th place finish at {{Trn|Wavedash 2023}} marked Roy's most notable offline tournament placing since NEO's results in the Golden Age. Has wins over {{Sm|Nickemwit}} and {{Sm|Kürv}} offline.


===Tier placement and history===
===Tier placement and history===
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===In {{SSBM|Classic Mode}}===
===In {{SSBM|Classic Mode}}===
[[File:BetaAllStarIntro.png|thumb|Roy's unused intro image.]]
[[File:BetaAllStarIntro.png|thumb|Roy's unused intro image.]]
Unusually, Roy does not appear in Classic Mode when unlocked, neither as an ally, nor as an opponent, making him the only fighter who never appears at all; the reason for this is unknown. Despite this, Roy does have an introduction image for the "Now Loading..." screen between matches in the game files.
Unusually, Roy does not appear in Classic Mode when unlocked, neither as an ally, nor as an opponent, making him the only fighter who never appears at all; the reason for this is unknown. Despite this, Roy does have an introduction image for the "Now Loading..." screen between matches programmed into the disc.


===In [[Adventure Mode]]===
===In [[Adventure Mode]]===
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*Close examination of textures for the Binding Blade shows the incorrectly spelt text "©HAL LABRATORY.INC" included in the file. It is not known why the signature is there.
*Close examination of textures for the Binding Blade shows the incorrectly spelt text "©HAL LABRATORY.INC" included in the file. It is not known why the signature is there.
*Roy is the only character in ''Melee'':
*Roy is the only character in ''Melee'':
**That debuted in the 21st century.
**That is a clone of a [[newcomer]], as well as the only clone of an unlockable character.
**That is a clone of a [[newcomer]], as well as the only clone of an unlockable character.
**Whose icon on the [[character selection screen]] has a different background color on his name (the background color is almost pure black on his name while other characters have a red and black color mix for their background color for their names).
**Whose icon on the [[character selection screen]] has a different background color on his name (the background color is almost pure black on his name while other characters have a red and black color mix for their background color for their names).
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*Roy does not feature a sheath during gameplay and his "Challenger Approaching" screen like Marth does; this is considered unusual, as Roy has a sheath in his victory poses, official art, character select portrait and all three of his trophies, as well as his unused Classic Mode introduction.
*Roy does not feature a sheath during gameplay and his "Challenger Approaching" screen like Marth does; this is considered unusual, as Roy has a sheath in his victory poses, official art, character select portrait and all three of his trophies, as well as his unused Classic Mode introduction.
**This also happens in ''Smash 4'' and ''Ultimate'', but the sheath appears when he uses his [[Critical Hit|Final Smash]].
**This also happens in ''Smash 4'' and ''Ultimate'', but the sheath appears when he uses his [[Critical Hit|Final Smash]].
*Roy and {{SSBM|Marth}} are the only two characters in ''Melee'' that speak Japanese even in the international versions.
*Roy and {{SSBM|Marth}} are the only two characters in ''Melee'' that speak Japanese even in the international release.
*Roy and Marth are the only playable characters in ''Melee'' that do not have a stage representing their universe, though hacked data shows that [[AKANEIA|one was planned]].
*Roy and Marth are the only playable characters in ''Melee'' that do not have a stage representing their universe, though hacked data shows that [[AKANEIA|one was indeed planned]].
**In ''Melee''{{'}}s [[All-Star Mode]], Roy is fought on {{SSBM|Final Destination}}. In his two Event Match appearances and his unlock battle, he appears on [[Temple]].
**In ''Melee''{{'}}s [[All-Star Mode]], Roy is fought on {{SSBM|Final Destination}}. In his two Event Match appearances and his unlock battle, he appears on [[Temple]].
*Roy and {{SSBM|Young Link}} are the only fighters to use their KO cry for other uses. Roy's is used when fully charging [[Flare Blade]] and Young Link's is used during his Star KO animation. {{SSBM|Kirby}} also mimics this unique property when he copies Roy and releases a fully-charged Flare Blade.
*Roy and {{SSBM|Young Link}} are the only fighters to use their KO cry for other uses. Roy's is used when fully charging [[Flare Blade]] and Young Link's is used during his Star KO animation.
*Roy with his Flare Blade, {{SSBM|Mr. Game & Watch}} with his [[Judge]], and {{SSBM|Pichu}} with most of its electric attacks are the only characters in ''Melee'' to have attacks that directly inflict recoil damage. {{SSBM|Kirby}} can also harm himself if he copies either Roy or Pichu.
*Roy with his Flare Blade, {{SSBM|Mr. Game & Watch}} with his [[Judge]], and {{SSBM|Pichu}} with most of its electric attacks are the only characters in ''Melee'' to have attacks that directly inflict recoil damage. {{SSBM|Kirby}} can also harm himself if he copies either Roy or Pichu.
*Due to ''Fire Emblem'' games being Japan-exclusive at the time, Sakurai discussed Roy's exclusion from the American version of ''Melee'' with Nintendo of America. In the end, Roy was kept in every non-Japanese version alongside Marth.<ref>[http://www.sourcegaming.info/2015/12/13/sakurai-fe25/ Sakurai Interview: Fire Emblem 25th Anniversary - Source Gaming]</ref>
*Along with Marth, Roy was originally going to be a character exclusive to the Japanese version of ''Super Smash Bros. Melee'', but was kept in all versions on request of an employee at Nintendo of America. Because of their inclusion, Western players took an interest in the ''Fire Emblem'' franchise, which sold in countries where the games in the series had not been released. <ref>https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1204/index.html</ref>
*Roy's appearance in ''Melee'' was the first time he appeared in any game, as [[fireemblemwiki:Fire Emblem: The Binding Blade|his game]] was released after ''Melee''.
**This technically makes Roy the first ever playable Nintendo character to debut through the ''Super Smash Bros.'' series.
*All of Roy's sourspotted attacks make a punch/kick sound effect instead of a slashing sound effect.
*All of Roy's sourspotted attacks make a punch/kick sound effect instead of a slashing sound effect.
*Ironically, Roy's sword trails indicate that the sweetspot is at the tip of the sword.
*Ironically, Roy's sword trails indicate that the sweetspot is at the tip of the sword.
*Because [[fireemblemwiki:Fire Emblem: The Binding Blade|Roy's intended debut game]]'s release was delayed into March 2002, Roy is one of two characters who can claim a ''Smash'' game as their first appearance. The other one is {{SSBM|Mr. Game & Watch}}, a composite of older Game & Watch characters with some original elements.
*Roy's design in ''Melee'' is taken from the version of ''Fire Emblem: The Binding Blade'' shown at Nintendo Space World 2001. There are some differences, though, like the lack of sleeves and the lack of a jewel on Roy's armor.
*Possibly as a result for his somewhat high learning curve and being a popular low-tier substitute for high-level smashers such as {{Sm|Mew2King}} and {{Sm|Ken}}, the term "skilled Roy" is a common gag inside the ''Melee'' community for being an unbeatable character, with the phrase "A skilled Roy can beat any {{SSBM|Fox}}. This is why I main Roy." being a good example of it.
*Possibly as a result for his somewhat high learning curve and being a popular low-tier substitute for high-level smashers such as {{Sm|Mew2King}} and {{Sm|Ken}}, the term "skilled Roy" is a common gag inside the ''Melee'' community for being an unbeatable character, with the phrase "A skilled Roy can beat any {{SSBM|Fox}}. This is why I main Roy." being a good example of it.
*Roy and Marth are the only characters that can perform the [[Whispy blink glitch]].
*Roy and Marth are the only characters that can perform the [[Whispy blink glitch]].
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==References==
==References==
{{reflist}}
{{reflist}}
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0115/index.html Roy's page at Smabura-Ken] ([[smashwiki:26TP/Roy|Translation]])
{{SSBMCharacters}}
{{SSBMCharacters}}
{{Fire Emblem universe}}
{{Fire Emblem universe}}

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