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Roy (SSB4)

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Revision as of 23:15, August 22, 2016 by Mexi (talk | contribs) (I still think this is very huge credit to give to Roy, seeing how Ryo still managed to dominate the first two rounds of that set with patient play.)
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This article is about Roy's appearance in Super Smash Bros. 4. For the character in other contexts, see Roy.
For information on the playable Koopaling, please see Bowser Jr. (SSB4).
Roy
in Super Smash Bros. 4
Roy SSB4.png
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in Melee


Availability Downloadable
Final Smash Critical Hit
Tier G (50)
RoyHeadSSB4-U.png
Roy Seals the Deal!
—Introduction tagline

Roy (ロイ, Roy) is a playable character in Super Smash Bros. 4. Initially leaked through data mining of the 1.0.6 update, Roy was formally revealed and released alongside Lucas and Ryu on June 14th, 2015, making him the third downloadable character released and the final downloadable veteran. Jun Fukuyama reprises his role from Melee as Roy's voice actor, both providing new voice clips and mimicking old ones.

Roy currently ranks 50th on the SSB4 tier list, placing him at the bottom of the G tier and making him the lowest-ranking low-tier character, the lowest ranked DLC character and the lowest ranked Fire Emblem representative. This is a slight drop from his previous placement in Melee, where he was ranked 20th out of 26. One of Roy's greatest perks is his overall mobility and attack speed: his ground and aerial speeds are among the fastest in the game, while his attacks also boast quick startup overall (with the exception of forward smash and down aerial), allowing him to react quickly to an enemy's openings. This compliments his inverse tipper mechanic, with large, easy-to-land sweetspots at the base of his blade; Roy's high maneuverability provides him many opportunities to deal powerful hits by simply being close to the opponent. His combo game at low to mid-percentages is also extremely damaging due to his throws, jab and first hit of neutral aerial being able to setup into his other moves. Coupled with the power of his sweetspotted attacks, most of which are capable of KOing at realistic percents, Roy's throws and attacks are generally very rewarding to land, and he has no trouble sending damaged opponents offstage.

However, Roy's playstyle is extremely risky due to several factors. Despite his speed, he has an ineffective approach due of his lack of a projectile. He also has very low air acceleration, forcing him to be committal to his approaches in general, and makes him very open to retaliation if he whiffs a move since he is unable to retreat once he begins an approach. Roy's inverse tippers also give him an ironically poor effective range for a swordsman: because of the extreme weakness of his attacks' sourspots, Roy is unable to effectively combo, KO, or space without sweetspotting his attacks, therefore necessitating him to go for risky blows up close. This is made worse by low safety of his moveset: his attacks have heavy ending lag, while his aerial attacks are also incapable of auto-canceling in a short hop, rendering his moveset very punishable and unsafe on shield despite its power. His throw combos are inconsistent due to his throw's low hitstun, and his combo game past low percents is poor, largely due to the knockback of his sweetspotted moves being too high to allow follow-ups, and thus giving him few KO setups apart from his jab and neutral aerial at high percentages. Finally, Roy has what is considered one of the worst recoveries in the game: Blazer's predictability and low vertical distance makes him vulnerable to semi-spikes, which is made worse by his high falling speed that also makes him an easy target to combo.

Overall, Roy's playstyle focuses on high-risk, high-reward: while his setups and powerful attacks help him rack up considerable amounts of damage and take stocks once he finds an opening, he provides just as many openings to his opponent due to his attributes and laggy moveset. As a result, he is not considered to have improved greatly from Melee, which is made worse by the fact that many of the characters that he was ranked ahead of in Melee, such as Mewtwo, Ness and Kirby, have been heavily buffed for their appearances in SSB4. Due to this, Roy has extremely poor tournament representation and results, although positive results from him have not been unheard of, with Ryo's most recent choice of using him against Abadango's Mewtwo (considered one of the best in the game) netting him two wins and forcing the latter to counterpick Rosalina despite the wide tier gap between both fighters.

Attributes

Roy and Marth performing their forward smash attacks. Note that the sweetspot is highlighted by the trail left by their swords; Marth's Falchion is strongest at its tip while Roy's Sword of Seals is strongest at its hilt.

Roy is a semi-clone of Marth, sharing a handful of moves with him; however, Roy has an individualized playstyle thanks to certain mechanical differences, the most notable of which is his inverse tipper: the Sword of Seals deals more damage and knockback near its hilt, and much less at the blade's tip. Roy's physics are also entirely different: he has better mobility, with an above average walking speed, the eleventh fastest dashing speed, the fourth fastest air speed, and the fifth fastest falling speed, along with average weight. However, Roy is tied for the longest initial dash animation (17 frames), giving him a poor shield buffer out of his dash, and his air acceleration is among the worst in the game.

Roy's attacks generally have quick startup, and his high speed allows him to easily get close to his opponent. Once Roy finds an opening, he has several ways to rack up damage. His neutral aerial is perhaps his most versatile move, thanks to its low startup and landing lag, long-lasting hitbox, and utility as a combo starter. His jab is quick and can easily lead into other moves, including his throws and tilts. He also possesses a good spacing and shield stabbing move in his down tilt. His down and forward throws send opponents at favorable angles, opening up combo opportunities his neutral attack, dash attack, forward tilt, neutral aerial, and Double-Edge Dance. His inversed sweetspot also benefits him. Since it is much larger than Marth's sweetspot, he on average gets higher damage more reliably from his combos (and in general) than Marth, who requires meticulous spacing for the same effect.

Despite his speed, Roy boasts an array of KOing options, with many of his sweetspotted attacks capable of KOing below 130%. His attacks are also less polarizing than Marth's, as most of them include an additional hitbox that is between the sweetspot and sourspot both and position and power, and so Roy does not require precise spacing to reliably land a KO blow. While on the stage, his best KOing options are his forward tilt, forward smash, up tilt and Blazer, due to their fast startup and high power. Blazer is additionally an excellent out of shield option, granting him super armor on startup, and can stage spike careless opponents who attempt to edgeguard him. His disjointed hitboxes lend themselves to an effective off-stage game. His forward and back aerials are quick and cover wide arcs, while his down aerial is a reliable meteor smash. Flare Blade is deadly against opponents who try to sweetspot the ledge, courtesy of its charging ability, incredible power, huge hitbox, and deceptively low ending lag. His Counter is also one of the strongest in the game, with a damage multiplier of 1.35x making it devastating if used against a powerful attack. Roy's average weight and fast falling speed give him strong on-stage endurance, and he can make great use of rage, which further enhances the knockback of his already powerful moves.

However, Roy is greatly hindered by a slew of flaws. While his hilt mechanic is one of his greatest strengths, it also forces him to fight extremely close to his opponent in order to be utilized to its fullest. This is made unsafe by his range being decidedly short for a sword fighter, resulting in a whiffed move on Roy's part leaving him heavily open to punishment. His moves have high ending lag, and so when combined with his need to fight close, Roy cannot space out his opponents as effectively as other sword characters, while also being unable to safely rush down his foes. He also suffers from a predictable approach despite his good mobility, since he has no quick options with which to close in and pressure the opponent outside of his neutral aerial, and this is made worse by his lack of a projectile. His high air speed is offset by his poor aerial acceleration, making his aerial approach highly committal in general, in a similar line to Ryu.

Roy's combo game is dangerous early on, with his follow-ups being strong and versatile at lower percents. However, unlike Marth, the sourspots of Roy's moves are completely without use in combos, placing a lot of emphasis on precision in Roy's combos and causing them to quickly lose their effectiveness. The high ending lag of Roy's moves, as well as the low hitstun of his down throw, and the fact that most opponents can reliably tech out of his forward throw followups, open up holes in his combo game. His combos are also heavily reliant on down throw, in a similar manner to Lucario.

In spite of his high maneuverability, Roy's recovery is somewhat notorious for its ineffectiveness. Though Blazer offers excellent protection, can be angled, and grants decent horizontal distance, it gives little vertical recovery and can be easily predicted. Combined with his high falling speed, this leaves him helpless against meteor smashes, and even a solid semi-spike can launch him too far away to recover. Additionally, players unaccustomed to his falling speed will quickly find that any misused aerial off-stage will send him too far off the stage to recover.

Roy's high falling speed causes another problem: he is very susceptible to combos while onstage. His unsafe moves offer opponents many opportunities to punish him, and none of his moves are generally reliable enough to consistently break combos. Because of this, many characters with reliable combo moves can rack up large amounts of damage and easily force him off-stage, where he could potentially lose his stock if dealt with accordingly. Finally, due to his status as a DLC character, Roy does not have any custom moves, significantly hurting him in tournaments allowing them; while this is a problem shared with other DLC characters, it arguably affects Roy the most due to the comparatively low utility of his special moves.

Overall, Roy's weaknesses are considered more prevalent than his strengths. He boasts excellent speed and power, with a decent combo game and threatening finishers, but suffers from his own vulnerability to combos from several characters like Fox and Captain Falcon, as well as a poor recovery, predictable approach, difficulty KOing, and ironically short range for a swordsman, making him akin to a rush-down and/or glass cannon fighter archetypes. Despite initially being viewed as a viable high-tier character and possibly the best swordsman in the game, he has become infamous for having the worst tournament representation of all DLC characters, as well as one of the worst among the entire cast, as he has little to no use from professional players save very few examples such as All Might, Neath and Sethlon, and thus lacks noteworthy results. Roy's standing relative to the cast is among the most contentious of all characters, as while some players believe he could have the potential to compete in tournaments, many others, such as Abadango and Dabuz believe he is among the worst characters in the game. This highly contrasts the early views on his viability, as many players, including ZeRo, initially considered him a viable character.

Changes from Melee

Roy, along with Bowser, Charizard, King Dedede, and Pit, is frequently considered part of a group of characters to have been largely reworked during the transition to SSB4. In Roy's case, several of his moves were de-cloned from Marth, to the point he is now a semi-clone rather than a full clone. Amidst this, Roy received a mix of buffs and nerfs, despite being a low-tier character in Melee, though while he was objectively buffed overall, the changes to game physics, when paired with his nerfs, are enough to make it difficult to determine whether he was overall buffed or nerfed.

Among Roy's buffs are his greatly improved mobility, now having a 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, all of which improve his up-close and combo games, and many of which are more reliable KO moves. His damage output is 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). Lastly, the addition of rage, along with his heavier weight, boosts his KO power even further should he survive to high percents.

However, Roy has also received significant nerfs. Roy now stands at Marth's height, which enlarges his hurtbox, though his attacks have much shorter reach and hitbox durations in spite of this, forcing him to fight even closer to the opponent, exacerbating one of his key weaknesses in Melee. For the most part, Roy is also harmed by mechanical changes: the loss of wavedashing and L-canceling, as well as the weakening of dash-dancing, noticeably worsens his approach. The general increase in range for other characters since Melee, like Donkey Kong and Bowser, also indirectly hurts him. Roy's already poor recovery has also been worsened: while his air speed is higher and his falling speed is slower, and Blazer grants more horizontal distance, it also covers less vertical distance, and Double-Edge Dance can no longer be used to slow his falling speed. Along with the removal of meteor cancelling and the improved recoveries of the rest of the cast, Roy is arguably easier to edgeguard than in Melee. Finally, despite the slower falling speeds in the game compared to Melee, Roy is still easy to combo, since he is heavier than in Melee. As a result of the previous two changes, Roy's overall survivability is slightly worse than in Melee.

Overall, both Roy's strengths and weaknesses are more pronounced than in Melee. While his sweetspotted attacks are more rewarding, he has to fight even closer in order to rack up damage due to his decreased reach, while his sub-par survivability makes his playstyle highly risky. Due to this, it is difficult to say how much Roy has improved from Melee, if at all, considering most of his fellow veterans were also buffed to varying degrees.

Aesthetics

  • Change Roy's design is now a combination of his appearance as a Master Lord in Fire Emblem: The Binding Blade and his appearance as an Einherjar in Fire Emblem Awakening. He also has smaller eyes, a slightly more muscular physique, and slightly shorter hair.
  • Change The Sword of Seals's trail now clearly indicates its sweetspot at its hilt, similarly to Marth's Falchion.
  • Change Most of Roy's sword swings aesthetically appear heavier, as he now swings the Sword of Seals in a reverse grip or with both hands. As a result, Roy's Sword of Seals behaves like a heavier broadsword compared to Marth and Lucina's "lighter" Falchion and Parallel Falchion, which they appear to swing with less effort.
  • Change Jump, sidestep, and shield break animations have been changed.
  • Change Roy now has an on-screen appearance, where he arrives on via warp magic with the Sword of Seals stuck in the ground as he pulls it out.
  • Change Roy has completely unique idle poses, instead of having variants of Marth's, though he has the same stance as Marth while holding a light item.

Attributes

  • Change Roy is heavier (85 → 95), improving his endurance, but making him more susceptible to combos.
  • Nerf Roy walks slower (1.2 → 1.15).
  • Buff Roy dashes much faster (1.61 → 1.95), giving him the eleventh fastest dashing speed in the game.
  • Buff Roy's air speed is much faster (0.9 → 1.24), giving him the fourth fastest air speed in the game.
  • Change Roy falls slower (2.4 → 1.8), though he still has the fifth fastest falling speed in the game.
  • Nerf Due to the aforementioned alterations to his sword swings, many of Roy's attacks have altered hitbox placements compared to Marth's, resulting in smaller hitboxes and range.
  • Nerf Roy now stands at Marth's height, which makes his hurtbox bigger.
  • Nerf The removal of wavedashing and L-canceling and the weakening of dash-dancing have hindered Roy's neutral and approach games.

Ground attacks

  • Buff Roy has a new neutral attack, a reverse gripped upward slash. Compared to the previous neutral attack, it deals more damage (3%/5%/6% → 4.8%/7.5%/7.5%), has more base knockback (30/5 → 40/32), less ending lag (interruptibility frame 26 → 23) and it has a different angle (361° → 62°/32°), making it better for combos.
  • Nerf Neutral attack has increased startup and a shorter duration (frame 4-8 → 5-7) compared to the previous neutral attack.
  • Buff Roy has a new forward tilt, a reverse gripped inward slash. Compared to the previous forward tilt, it deals more damage (12%/10%/7% → 12.5%/9%/8%), has more knockback (60/30 (base)/70 (scaling) → 30/40 (base)/100/80 (scaling)), less start-up (frame 9 → 8) and less ending lag (interruptibility frame 40 → 32), making it better for KOing.
  • Nerf Forward tilt's hitbox duration is 2 frames shorter (5 frames → 3) compared to the previous forward 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%), making it much stronger than the previous up tilt despite having less knockback scaling (120/118/116/100 → 103). It also has less startup (frame 7 → 6), less ending lag (interruptibility frame 40 → 39) and its sourspot has more base knockback (20 → 30).
  • Nerf Up tilt lasts 2 frames shorter (7 frames → 5) compared to the previous up tilt.
  • Nerf Sweetspotted down tilt deals 1% less damage (12% → 11%).
  • Buff Sourspotted down tilt deals 0.5% more damage (6% → 6.5%).
  • Buff Down tilt has faster startup (frame 8 → 7) and its angle has been altered (80° → 30°), granting it the ability to semi-spike and improving its edgeguarding and tech-chasing potentials.
  • Nerf Down tilt has decreased base knockback (90/70 → 50/40), increased ending lag (interruptibility frame 20 → 22) and its hitbox lasts 1 frame shorter (3 frames → 2). Additionally, its new angle has almost completely removed its combo potential.
  • Buff Roy has a new dash attack, an inward sweeping slash. Compared to the previous dash attack, it deals more damage (12%/6% → 13%/9%), has more knockback (70/35 (base)/55/60 (scaling) → 65/60 (base)/82/60 (scaling)) and its sweetspot has a different angle (110° → 52°), making it better for KOing.
  • Nerf Dash attack has more startup (frame 12 → 13) and ending lag (interruptibility frame 40 → 50) compared to the previous dash attack.
  • Buff Due to the damage multiplier for fully charged smash attacks being increased from Melee to SSB4 (1.3671x → 1.4x), fully charged forward and up smashes deal more damage (27.324%/16.4052% → 28%/16.8% (forward), 22.639176% → 23.8% (up)).
  • Nerf Roy has a new forward smash, a turning two-handed slice based on his regular attack animation as a Master Lord in The Binding Blade. Compared to the previous forward smash, its sweetspot has decreased base knockback (80 → 70) and it has a "medium-spot" that deals 3% less damage (20% → 17%), giving it a smaller sweetspot. Its also has more startup (frame 12 → 14), more ending lag (interruptibility frame 54 → 55), less vertical reach and its hitbox lasts 1 frame shorter.
  • Buff Forward smash has more knockback scaling (65 → 70), making it better at KOing compared to the previous forward smash.
  • Buff Due to the changes to stale move negation, up smash deals 0.44% more damage (16.56% → 17%). It also has decreased startup and a longer duration (frame 15-24 → 12-23) while its spike hitbox now properly keeps opponents in place for the other hits. Roy's arm is also intangible during the move.
  • Nerf Up smash has increased ending lag (interruptibility frame 46 → 59) and its last hit has decreased base knockback (73 → 70).
  • Change Up smash's animation has slightly changed. Roy leans further back and the Sword of Seals now emits fiery graphical effects and an explosion on the last hit.
  • Nerf Down smash's front hit deals less damage (21%/14% → 15%/10%). Both of its hits last 1 frame shorter (3 frames → 2).
  • Buff Down smash's back hit deals more damage (16%/8% → 17%/11%). It also has decreased ending lag (interruptibility frame 72 → 63) and its angles have been altered (75°/361° → 50°/47°/361°).
  • Change Down smash's knockback properties have been reversed, making the back hit being stronger than the front hit.

Aerial attacks

  • Buff All aerials have decreased ending lag (interruptibility frame 50 → 46 (neutral), 35 → 30 (forward), 43 → 36 (back), 49 → 42 (up), 64 → 52 (down)).
  • Nerf Due to the removal of L-canceling, all aerials' landing lag were not fully compensated and increased all of them as a result (20/10 (normal/L-canceled) → 11 (neutral), 20/10 → 13 (forward), 24/12 → 16 (back), 18/9 → 14 (up), 32/16 → 23 (down)), hindering his neutral game.
  • Buff Neutral, forward, back and down aerials deal more damage (4%, 8%/5% → 4%/6% (neutral), 8.5%/5%, 8%/5% → 11%/7% (forward), 9%/6% → 12%/9% (back), 6%/9% → 10%/15% (down)).
  • Nerf Neutral, forward, and up aerials autocancel later (frame 32 → 47 (neutral), frame 30 → 33 (forward), frame 30 → 38 (up)), with forward aerial no longer being able to autocancel at all.
  • Buff Neutral aerial's second hit has increased knockback scaling (80 → 100) and its angle has been altered (361° → 50°), improving its combo potential. Its hits also come out earlier (frame 7-8 → frame 6-7 (hit 1), frame 17-20 → frame 15-21 (hit 2)).
  • Buff Forward aerial deals more knockback (30/10 (base)/70 (scaling) → 50/80).
  • Nerf Forward aerial comes out later (frame 5 → 10).
  • Change Forward aerial's animation has slightly changed. Roy's legs are now positioned differently and he leans forward with his right side more exposed while he slashes.
  • Buff Back aerial has increased knockback scaling (70 → 100) and autocancels earlier (frame 34 → 32).
  • Buff Up aerial's hitbox lasts 2 frames longer (5 frames → 7 frames) and its sweetspot has increased knockback (20 (base)/70 (scaling) → 40/80), improving its juggling potential.
  • Buff Roy has a new down aerial, a two-handed takedown slash, similar to Ike's down aerial. Compared to the previous down aerial, it has longer vertical reach, its sweetspot is easier to land and its sourspot is able to KO grounded opponents around 160%, making it better at KOing. Its increased damage output and the removal of meteor canceling also make its meteor smash considerably stronger than the previous down aerial's.
  • Nerf Down aerial has decreased diagonal reach and comes out later with a shorter hitbox duration (frames 7-10 → 16-17) compared to the previous down aerial.
  • Change Down aerial has different knockback (40 (base)/70 (scaling) → 20/30 (base)/90 (scaling)) compared to the previous down aerial.

Throws/other attacks

  • Change The removal of chain grabbing both helps and hinders Roy. While it hinders his damaging racking potential, it also means that he is no longer susceptible to being chain grabbed himself. Additionally, his high falling speed results in him no longer being susceptible to pseudo-chain grabs.
  • Nerf All grabs have significantly decreased reaches.
  • Buff Dash grab comes out 2 frames earlier (frame 10 → 8).
  • Nerf Pummel deals 1% less damage (3% → 2%).
  • Buff Pummel is faster.
  • Buff Up throw deals 1% more damage (5% → 6%).
  • Nerf Up throw has decreased knockback scaling (130 → 100), hindering its KO potential.
  • Nerf Down throw deals 1% less damage (6% → 5%).
  • Buff Down throw's angle has been altered (361° → 80°), improving its combo potential.
  • Buff Front and back floor attacks deal 1% more damage (6% → 7%).

Special moves

  • Buff Flare Blade has decreased ending lag. It can also be charged up to deal more damage before the full charge without receiving recoil damage (41% → 45%).
  • Nerf Flare Blade has increased start-up, a shorter duration (frame 16-21 → 23-26), a smaller hitbox, and its takes slightly more time to fully charge. Additionally, it has received a sourspot at the edges of the attack that deals 15% less damage (50% → 35%) and significantly decreased knockback scaling (83 → 70).
  • Change Flare Blade has a different sound effect while charging. When fully charged, the sound vanishes before the move's explosion. All stages of the attack now unleash a minor explosion, with most of the higher stages unleashing the original large explosions from Melee. Its fiery effects are also more intense. Roy also briefly lifts the sword with both hands to his left when returning to neutral stance, instead of returning to it almost right away.
  • Buff Double-Edge Dance requires less technical precision. Aside from the first and fourth downward hits, every other hit has decreased startup. Double-Edge Dance's third downward input no longer consists of multiple hits and launches at a lower trajectory, improving its reliability to connect with the fourth hit.
  • Nerf Double-Edge Dance deals less damage, decreased knockback, has decreased vertical reach and increased ending lag. Its first hit no longer slows Roy's falling speed, removing recovery potential, while its third upward input is no longer a meteor smash, removing its KO potential.
  • Change Double-Edge Dance now has transcendent priority. This means it can no longer cancel non-transcendent projectiles, but improves its reliability at close range.
  • Change All variations of Double-Edge Dance's third hit have lost their KO potentials, but connect better into the fourth hit, improving their combo potentials.
  • Change Double-Edge Dance's animations have been changed. They now use Marth's Dancing Blade animations from Brawl.
  • Buff Blazer deals 2.82% more damage (13.18% → 16%), its last hit deals significantly more knockback (10 (base)/100 (scaling) → 40/130), and it has received lasting hitboxes near its peak, improving its KO potential. It has also received more intangible frames on start-up if used from the ground, improving its safety. Additionally, it now grants much more horizontal momentum near its peak, and can be tilted left or right before startup, improving its horizontal recovery potential.
  • Nerf Blazer covers less vertical distance, hindering its vertical recovery potential.
  • Change Blazer's first hit has significantly decreased set knockback (200 → 160/120). This allows every hit to connect together, but removes its ability to one-hit KO the lightest characters.
  • Change Blazer's animation has slightly changed. Roy now performs it while wielding the Sword of Seals in a reverse grip. Roy also has a new helpless animation upon using it.
  • Nerf Counter's multiplier has decreased (1.5x → 1.35x), slightly hindering its KO potential. However, it is still among the strongest counterattacks in the game.
  • Buff Counter has received 7 more counter frames (13 frames → 19) and has increased knockback (30 (base)/90/70 (scaling) → 35 (base)/100/70 (scaling)), giving it KO potential when countering smash attacks at lower percents. The move's horizontal range is also longer.
  • Change Counter's animations have been changed. Roy's parrying stance now sees him hold his hand out and point the Sword of Seals downward instead of upward, while his counterattack is now a low-angled, one-handed outward slash.
  • Change Roy now has a Final Smash, Critical Hit. Unlike Marth's and Lucina's Critical Hits, which propel them at high speed in a straightforward line, Roy's Critical Hit is stationary and sees him swing the Sword of Seals around himself (which can trap opponents), before unleashing a short-ranged explosion in front of himself. Unlike Marth's and Lucina's Critical Hit, Roy's Critical Hit is not a one-hit KO.

Update history

Roy has received some minor buffs since his release. Update 1.1.0 gave Blazer additional hitboxes, making it easier to land. However, the same update reduced the damage outputs of its first and last hits, which slightly weakened its KO potential. The changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 have made Roy's sweetspotted attacks much safer at the cost of his sourspotted attacks being less safe, to the point where his semi-clone, Lucina, has safer attacks than both him and Marth. Lastly and most prominently, 1.1.4 decreased the landing lag on all of his aerials and improved Double-Edge Dance's startup and ending lag.

Super Smash Bros. 4 1.1.0

  • Buff Blazer has received additional hitboxes.
  • Nerf Blazer's first and last hits deal 1% less damage: 6%/5% (sweetspotted/sourspotted hit 1) → 5%/4%, 9%/8% (sweetspotted/sourspotted hit 5) → 8%/7%, hindering its KO potential.
  • Change Super Smash Bros. for Nintendo 3DSRoy performs his down taunt instead of his fist pump idle pose after a player chooses a path in Classic Mode.

Super Smash Bros. 4 1.1.4

  • Buff Neutral aerial landing lag: 13 → 11
  • Buff Forward aerial landing lag: 15 → 13
  • Buff Up aerial landing lag: 16 → 14
  • Buff Back aerial landing lag: 19 → 16
  • Buff Down aerial landing lag: 28 → 23
  • Buff Double Edge Dance improved. The first hit hits one frame earlier (7 → 6), has one frame less of endlag both grounded and in the air (IASA: 42/32→ 41/31).


Moveset

  Name Damage Description
Neutral attack   7.5% (sweetspot), ≈4.65% (sourspot) A reversed gripped upward slash in a diagonal arc. Easily chains into itself, a grab, and forward tilt at low percents and his forward and up aerials at higher percents. A great spacing and combo tool and one of Roy's most versatile attacks.
Forward tilt   12.5% (sweetspot), 9% (near), 8% (far) A reverse gripped downward slash in a diagonal arc. Hits very hard for a tilt when sweetspotted, usually KOing around 120% from mid-stage, making it a viable KO option. However, it has noticeable ending lag, making it punishable even if shielded.
Up tilt   12% (sweetspot), 7% (sourspot) A reverse gripped, overhead arcing slash. Very strong like his forward tilt, usually KOing at around 110% sweetspotted. However, it has rather low horizontal range and high ending lag, which makes it very punishable on shield.
Down tilt   11% (sweetspot), 6.5% (sourspot) A crouching stab, similar to Marth's. Much weaker than Roy's other tilts due to using the Sword of Seals' tip, but it has the lowest amount of ending lag among them and is good for edgeguarding or starting tech-chases.
Dash attack   13% (sweetspot), 9% (sourspot) A low-angle, inward horizontal slash. It has good KO potential for a dash attack, KOing when sweetspotted around 130%, however it has moderate startup and high ending lag, making it very unsafe on shield.
Forward smash   20% (close), 17% (mid), 12% (far) Rotates his body to perform a forward-leaning, two-handed downward crescent slice. It is one of the strongest forward smashes in the game if sweetspotted and has become somewhat infamous for KOing at percents as low as 40% with rage. It additionally has a decently large sweetspot, very long disjoint as Roy leans forward while performing it, and hits on frame 14-15, which is rather fast for a forward smash of its power. However, it has high ending lag and its hitbox does not last long, leaving him very vulnerable to attacks if the swing misses. The animation is taken from his regular attack as a Great Lord in The Binding Blade, to the point where the freeze frame upon hit has Roy modeled after the exact frame as the ending blow of said attack.
Up smash Flame Sword 1% (hit 1), 2% (hits 2-4), 10% (hit 5) An upward thrust, which results in the Sword of Seals' tip igniting and then exploding. Powerful enough to KO middleweights around 100% while uncharged. Good for juggling opponents in the air, as Roy's arm gains invincibility during the attack. If the initial rising stab connects, the attack's multiple hits are much slower than if the opponent is only caught in the explosion. If it hits someone that is not on the ground (with all hits), it does additional damage and knockback. High ending lag like his other smash attacks.
Down smash   15% (front, sweetspot), 17% (back, sweetspot) 10% (front, sourspot), 11% (back, sourspot) A sweeping slash toward the front outward then toward the back. Weaker than his other smash attacks, but it comes out the fastest, and is useful for punishing rolls. Can KO uncharged in the 120% range if sweetspotted with the front hit and around 100% sweetspotted with the back hit. However, while it has very quick startup, it has the longest ending lag of all his smashes making it extremely punishable when whiffed.
Neutral aerial   6%/4% (first hit, sweetspot/sourspot), 8.5%/5% (second hit, sweetspot/sourspot) An inward horizontal slash followed by a spinning, outward horizontal slash. The second hit is capable of attacking behind him. A useful spacing and combo option due to its quick startup and low landing lag.
Forward aerial   11%/7% (sweetspot/sourspot) Slashes forward in a diagonal arc. If sweetspotted, this move deals decent knockback which can KO opponents early near the edge. Good for air-to-air combat because of its low ending lag, but unsafe to overuse in the neutral game, as it has 13 frames of landing lag. However, it is possible to jump out of one from a short hop.
Back aerial   12%/9% (sweetspot/sourspot) Rotates his body to perform an upward swipe. Good KO potential when sweetspotted, and can get early KOs when used off-stage. Covers good vertical and horizontal range. Like with Marth and Lucina's back aerials, it has the interesting property of turning Roy around when used. It has 16 frames of landing lag.
Up aerial   9%/6% (sweetspot/sourspot) A backflipping, upward arcing slash. The weakest of Roy's aerials in terms of damage and knockback, making it suitable for juggling and/or combos.
Down aerial   15%/10% (sweetspot/sourspot) An overhead, downward two-handed takedown slash, similar to Ike's down aerial. Meteor smashes powerfully when hit with the Sword of Seals' hilt, while it launches opponents upward if not hit with the hilt. KOs around 130% when sweetspotted on-stage, but has considerable ending and landing lag.
Grab   Lunges and reaches out with his free hand.
Pummel   2% Knees the opponent. A fairly fast pummel.
Forward throw   5% A one-handed shove in front of him. Has low ending lag, allowing it to combo into a neutral attack or forward tilt at low percents and a dash attack at medium percents. It sometimes combos into up smash if the opponent does not react. Also works very well as a setup to his neutral aerial, which when hit, can extend into even more combos.
Back throw   5% Trips the opponent over his leg behind him. If the opponent does not expect it, this can lead into down aerial at low percents or a back aerial for a KO at high percents near the ledge, though the latter requires good timing.
Up throw   6% Flings the opponent upward with his free hand. His strongest throw, KOing at very high percents starting at 170%.
Down throw   5% A one-handed body slam. Good combo potential, as it launches the opponent directly above Roy. This is made better by the fact that it has low base knockback and low knockback growth. However, its hitstun is lackluster making it unreliable on floaty characters and other characters above low percents. True combos into Blazer on most characters until medium percents. At low percents it combos into up tilt, forward tilt, and neutral attack. If the opponent does not react, stringing a combo into neutral attack may lead into another grab.
Floor attack (front)   7% Slashes to the left and then the right as he gets up.
Floor attack (back)   7% Gets into a kneeling position and then does a spinning slice as he gets up.
Floor attack (trip)   5% Hops briskly to his feet then does a stab to the left and a slash to the right.
Edge attack   8% Does a handstand and flips himself onto the stage, then slashes horizontally to the right.
Neutral special Default Flare Blade 6%-45%, 50% (fully charged sweetspot), 36%( fully charged sourspot) Charges the Sword of Seals with flames, similarly to Ike's Eruption. It can be charged for a maximum of five seconds before unleashing an explosion, with the explosion's size growing as it charges. With high base knockback at almost all charge levels and very high knockback growth, Flare Blade is one of Roy's most viable KOing options. Fully charged, it is capable of one-hit KOing every single character in the game from the center of Final Destination except for Bowser and Shulk with the Shield Art active. A fully charged explosion deals 10% recoil damage to Roy, however. Despite its power, the move has surprisingly little ending lag, with Roy being able to act out of it almost immediately. The fully-charged explosion also has a sourspot at its edges that deals much less damage and knockback and is not a OHKO, instead KOing at 41%. It is possibly Roy's best option to use to punish a dazed opponent because of its OHKO potential when fully charged, especially considering Roy's good shield pressuring capability.
Custom 1 N/A
Custom 2 N/A
Side special Default Double-Edge Dance 3%-5% (first hit), 2%-3% (second forward hit), 2%-3% (second upward hit), 1%-3% (second downward hit), 2%-3% (third forward hit), 3% (third upward hit), 4% (third downward hit), 6% (last forward hit), 5% (last upward hit), 2% (last downward hits 1-4), 6% (last downward hit 5) A combination of sword slashes, similarly to Marth and Lucina's Dancing Blade. The type of slashes can be influenced by directional inputs, the attacks being no different in animation from Marth and Lucina's, though the move's overall knockback is slightly stronger on Roy's end. The last hit of each variation deals flame damage.
Custom 1 N/A
Custom 2 N/A
Up special Default Blazer 5%/4% (hit 1, sweetspotted/sourspotted), 1% (hits 2-4), 8%/7% (hit 5, sweetspotted/sourspotted) A jumping, reverse-gripped fiery slash. Hits multiple times, and can be angled diagonally. Grants super armor at the beginning of the move. If all of its hits connect, it KOs at around 110% on the ground. A viable out of shield or KOing option, but rather mediocre if used for recovery.
Custom 1 N/A
Custom 2 N/A
Down special Default Counter 1.35x (min 8%) Parries and then counterattacks against any incoming attacks with a fiery slash. Damage and knockback dealt scale on the move that is countered, with a damage multiplier of 1.35x. Roy may additionally yell "いまだ!" ("Now!") or "そこ!" ("There!") if successful.
Custom 1 N/A
Custom 2 N/A
Final Smash Critical Hit 1% (hits 1-10), 35% (last hit) Swings the Sword of Seals in a fully circular arc before slamming it downward, generating a powerful explosive slash that engulfs the attacked area in flames. Unlike Marth's and Lucina's Critical Hit, Roy's is not a one-hit KO. The circular trail can connect up to four times from the front; if the move is performed with an opponent behind Roy, it can hit up to ten times, which traps the opponent until the last slash is dealt.

On-screen appearance

  • Warps onto the stage using warp magic while crouching as the Sword of Seals is stuck in the ground when he appears, which he then pulls out before assuming his idle stance.
RoyOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Triumphantly holds the Sword of Seals above his head pointing towards the side. Based on the cutscene illustration from The Binding Blade where Roy draws the Sword of Seals for the first time.
  • Side taunt: Winds back before posing, holding the Sword of Seals backhanded toward the screen while saying "僕 は 負けない!" ("I won't lose!"). This line was one of his victory quotes in Melee.
  • Down taunt: Kneels and twirls the Sword of Seals behind him while yelling "Heee-ya!" This taunt returns from Melee and the yell is one of his attacking lines when using moves.
Up taunt Side taunt Down taunt
Roy's up taunt in Smash 4 Roy's side taunt in Smash 4 Roy's down taunt in Smash 4

Idle poses

  • Pumps his fist while grinning. Unusually, this is actually a part of his standing animation, and can be seen on the customization screen, unlike other idle poses.
  • Swipes his hand lightly against the Sword of Seals while holding it in front of himself.
Roy's first idle pose in Super Smash Bros. for Wii U. Roy's second idle pose in Super Smash Bros. for Wii U.

Crowd cheer

English Japanese
Cheer
Description Roy's our Boy! Roy! Roy! Roy!
Pitch Female Female

Victory poses

A small orchestral cover from the title theme of the first Fire Emblem game, which has since become the main theme of the series.
  • Swipes the Sword of Seals once over his shoulder, then swipes it down and behind him while facing left, saying "真の戦いは、これからだ。" ("The true battle, is after this.")
  • Spins the Sword of Seals one and a half times and then sheaths it, saying "苦しい戦いだった。" ("It was a painful fight."). Replaces his old victory animation from Melee, where he thrusted the Sword of Seals toward the ground.
  • Flourishes the Sword of Seals and poses with it by his side, saying "守るべきもののために、負けられない!" ("For the sake of those to protect, I will not lose!")
RoyPose1WiiU.gif RoyPose2WiiU.gif RoyPose3WiiU.gif

In competitive play

Notable players

Active

Inactive

Tier placement and history

On the current tier list, Roy ranks 50th, in the G tier. He was originally placed 32nd in the F tier on the first SSB4 tier list, but this position quickly underwent debate due to his poor tournament representation and results. As Roy's flaws began to show even more and the result of characters originally ranked below him earning better tournament results than Roy and receiving major changes unlike Roy, his tier spot dropped drastically for the second tier list, as he is now even lower than his placing in Melee.

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.
GB Advance: Fire Emblem: The Binding Blade
Roy (Alt)
Ntsc His sword, the Sword of Seals, is uniquely powerful at the base of the blade. Flare Blade creates an explosion in front of Roy that can be charged by holding down the button. Take care, though, because at the highest levels of charge, Roy himself will catch fire and take damage! His side special, Double-Edge Dance, changes for each strike after the first depending on whether you hold up or down while attacking.
Pal Flare Blade creates an explosion in front of Roy that can be charged by holding down the button. Take care, though, because at the highest levels of charge, Roy himself will catch fire and take damage! His side special, Double-Edge Dance, changes for each strike after the first depending on whether you hold up or down while attacking.
GB Advance: Fire Emblem: The Binding Blade
Critical Hit
Ntsc For Roy’s Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him, and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own but doesn’t have much range, so make sure you’re close enough to hit your enemies with the full combo and really seal their fate!
Pal For Roy’s Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him, and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own but doesn’t have much range, so make sure you’re close enough to hit your enemies with the full combo and really seal their fate!

Alternate costumes

Roy Palette (SSB4).png
RoyHeadSSB4-U.png RoyHeadRedSSB4-U.png RoyHeadGreenSSB4-U.png RoyHeadVioletSSB4-U.png RoyHeadCyanSSB4-U.png RoyHeadPurpleSSB4-U.png RoyHeadPinkSSB4-U.png RoyHeadYellowSSB4-U.png

Reveal trailer

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Gallery

Trivia

  • Roy's pose in his official artwork is nearly identical to his Melee official artwork, as with Mewtwo.
  • Aspects of Roy's sound design carry over from Melee:
    • All of Roy's sourspotted attacks make a punch/kick sound effect instead of a slashing sound effect.
    • Roy uses different voice clips when using battering items.
    • When Roy is dizzy, his corresponding voice clip loops constantly instead of playing only once.
    • Roy uses more than one voice clip for his smash attacks.
    • Roy only has one voice clip for being KO'd.
  • Roy's up smash, Flame Sword, shares the same name as Mega Man's forward aerial.
  • Roy, Marth, and Cloud are the only characters to speak Japanese in every regional release of SSB4.
  • Roy is the only DLC character that does not possess a projectile attack.
  • Roy is the only Fire Emblem character in Smash 4 who only has a single input for his neutral attack.
  • If Roy's on-screen appearance happens on a leaf during the Distant Planet stage for Super Smash Bros. for Nintendo 3DS, Roy will descend with the leaf, but his sword will remain stationary in the air until it warps back to Roy once the battle actually starts.