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Roy (SSBU)

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Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
This article is about Roy's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Roy.
For information on the playable Koopaling, see Bowser Jr. (SSBU).
Roy
in Super Smash Bros. Ultimate
Roy SSBU.png
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearances in Melee
in SSB4

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

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

Jun Fukuyama's portrayal of Roy from Smash 4 was recycled for the Japanese release of Ultimate. In international versions, Roy is now voiced by Ray Chase, who reprises his role from Fire Emblem Heroes.

How to unlock

Complete one of the following:

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

Changes from Super Smash Bros. 4

Roy has been substantially buffed in his transition to Ultimate, his most significant improvements being from the general universal changes to Ultimate, such as the ability to dash cancel into any grounded move and decreased landing lag on his aerials, which greatly improve his approach, air game, and rushdown ability. His buffed speed and the generally faster pace of Ultimate also benefit Roy's core strategy of closing the distance on his opponents and landing hits with the Binding Blade's powerful sweet spots. This helps to further counterbalance his main weakness of needing to approach at dangerously close ranges to opponents in order to deal optimal damage and knockback; a flaw not present in other sword-fighters that had plagued him in previous games. On top of that, the sweet spots themselves have been made bigger, slightly increasing Roy's effective range and allowing him to be even more consistent with attacks.

Some of Roy's moves, like up aerial and Double-Edge Dance have been buffed to have improved KO potential, increasing his options at higher percentages. Furthermore, KO confirms with move likes his jab and the first hit of neutral aerial have become much more consistent and reliable. Overall, Roy is considered to be more viable and much less polarizing than he was in any of his previous playable appearances.

Aesthetics

  • Change As with all veterans returning from SSB4, Roy's model features a more subdued color scheme.
  • Change Roy has a new crouching animation.
  • Change Some of Roy's moves, such as his down aerial, have fire effects added to them.
  • Change Roy's sweetspotted sword attacks now adopt the sound effects from Ike's sword, Ragnell.
  • Change Roy's side taunt has been dubbed in English and now has him saying "I won't lose!"
  • Change All of Roy's victory animations have been slightly altered with new camera angles. In addition, all of his victory lines have been dubbed in English, "That was a fierce battle!", "Failure is not an option!", and "Now the true battle begins!" respectively.
  • Change Roy's sword was previously called the Sword of Seals in the trophy descriptions of Melee and Smash 4, but Palutena's Guidance now refers to the weapon as the Binding Blade.

Attributes

  • Buff Like all characters, Roy’s jumpsquat animation now takes three frames to complete (down from 5).
  • Buff Roy runs faster (1.95 → 2.145).
    • Buff Roy's initial dash is significantly faster (1.4 → 2.2).
  • Buff Roy's hilt sweetspots have been enlarged. This significantly improves his ranged approach, and makes him more consistent overall.
  • Buff Roy's air speed has been increased (1.24 → 1.302).
  • Nerf Roy's double jump covers less distance.

Ground attacks

  • Buff Jab's sweetspot has altered knockback (40 (base)/60 (scaling) → 55/40) and has a higher angle (62° → 69°) greatly improving it's combo potential.
  • Buff Forward tilt's sweetspot has more knockback growth (100 → 105).
  • Buff Dash attack has less ending lag (FAF 50 → 46).
  • Buff Forward smash has increased vertical range and slightly reduced startup (frame 14 → 13).

Aerial attacks

  • Buff All aerials have less landing lag (Neutral: frame 11 → 9, Forward: 13 → 8, Back: 16 → 10, Up: 14 → 8, Down: 23 → 14).
  • Buff Forward aerial's autocancel window has been restored, allowing it to autocancel within a short hop.
  • Buff Back aerial has more base knockback (30/30/10 → 35/35/10) and knockback growth (100 → 107/107/100).
  • Buff Up aerial has increased knockback growth (80/80/80/70 → 105/105/105/70), making it more potent for juggles and now being able to KO at very high percentages.
  • Change Down aerial now has a fire effect.

Throws/other attacks

  • Change Roy's forward throw is now an elbow strike to the chest, just like Marth's.
    • Nerf Forward throw has increased base knockback and ending lag, removing majority of its follow ups.
  • Buff Roy's down throw has increased hitstun, allowing it to combo into aerials more consistently.

Special Moves

  • Buff Flare Blade has slightly less startup (frame 23 → 21), and like with most non-storeable charge moves, Roy can now reverse the move while charging, giving him a better edge-guarding tool and the ability to catch opponents that move behind him while charging.
    • Nerf Unlike other moves with recoil damage, a fully charged Flare Blade's recoil receives the 1.2x damage multiplier in 1v1 matches. This causes Roy to take 12% damage when using it during said matches, up from 10%.
  • Buff As with Marth and Lucina's Dancing Blade, Double-Edge Dance transitions significantly faster into each hit. It can also now be buffered and is much harder to escape from.
    • Buff Double-Edge Dance's last hit has significantly increased knockback, which when combined with the move's other changes, now make it a viable KO option.
    • Nerf Double-Edge Dance's first hit has increased startup (frame 6 → 9).
  • Buff Blazer travels more distance.
    • Nerf Blazer requires a longer travel distance before being able to sweetspot a ledge.
  • Nerf Blazer deals less knockback (40 base/130 scaling → 75/93), causing it to KO later.
  • Buff Counter has more active frames (frames 8-27 → 8-29).
  • Change Critical Hit now causes a flaming background to appear once the main hit is unleashed.
  • Change Roy now removes the Binding Blade from its sheath once he has finished sheathing it in Critical Hit.
    • Buff Critical Hit has significantly lower ending lag due to this animation change.

Moveset

The following damage values were calculated without the 1.2× damage multiplier that is active during one-on-one fights.

For simplicity if, for example, Roy's blade does 7% damage while the hilt does 12%, and the attack has no other hitboxes, it is written as 7%/12%. Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   4.8%/7.5% A reversed gripped upward slash.
Forward tilt   12.5% (sweetspot), 9% (near), 8% (far) A reverse gripped downward slash.
Up tilt   7%/12% A reverse gripped overhead arcing slash.
Down tilt   6.5%/11% A kneeling thrust, identical to Marth and Lucina's down tilts, but with lower range.
Dash attack   9%/13% An inward horizontal slash across the ground.
Forward smash   20% (close), 17% (mid), 12% (far) Rotates his body to perform a lunging, two-handed downward slash.
Up smash Flame Sword 1% (hit 1), 2% (hits 2-4), 10% (hit 5) An upward thrust, which ignites the Sword of Seals' tip and concludes with a small explosion.
Down smash   10%/15% (front hit), 11%/17% (back hit) A kneeling outward slash in front of himself and then behind himself.
Neutral aerial   4%/6% (hit 1), 5%/8.5% (hit 2), An inward slash followed by a spinning, outward slash.
Forward aerial   7%/11% A downward slash.
Back aerial   9%12% Rotates his body to perform an upward slash.
Up aerial   6%/9% A backflipping, upward arcing slash.
Down aerial   10%/15% A two-handed, downward slash between his legs, similar to Ike's down aerial.
Grab   Reaches out with his free hand.
Pummel   2% A knee strike. A fairly fast pummel.
Forward throw   5% An elbow strike with his sword arm.
Back throw   5% Tosses the opponent behind himself.
Up throw   6% Heaves the opponent upward with his free hand.
Down throw   5% A one-armed body slam.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets up while slashing to the left and then to the right.
Floor attack (back)
Floor getups (back)
  7% Gets into a kneeling position and then slices around himself as he gets up.
Floor attack (trip)
Floor getups (trip)
  5% Hops briskly to his feet to perform a thrust to the left and a slash to the right.
Edge attack
Edge getups
  8% Performs an outward slash while climbing up.
Neutral special Flare Blade 6%-35%, 36%/50% (fully charged) Rears back and ignites the Sword of Seals' 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.
Side special Double-Edge Dance Varies A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green. While identical to Marth and Lucina's Dancing Blade, its overall knockback is slightly stronger than Dancing Blade, and the last hit of each variation deals flame damage unlike Dancing Blade because of the Sword of Seals' blade igniting.
Up special Blazer 4%/5.5% (grounded hit 1), 4.5% (aerial hit 1), 1.1% (grounded hits 2-4), 1% (aerial hits 2-4), 7%/8% (grounded hit 5), 6% (aerial hit 5) A jumping reverse gripped slash, which ignites the Sword of Seals' blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance.
Down special Counter 1.35× (minimum 9%) Parries and then counterattacks against any incoming attacks with an outward slash that ignites the Sword of Seals' blade. It has the highest damage multiplier of any counterattack in the game by default, with only Vision surpassing it while the Buster Art is active.
Final Smash Critical Hit 1% (hits 1-10), 35% (hit 11) Swings the Sword of Seals 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 Sword of Seals' ranged attack in The Binding Blade.

Classic Mode: A Journey of Swords

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

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

Role in World of Light

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

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

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

Alternate costumes

Roy Palette (SSBU).png
RoyHeadSSBU.png RoyHeadRedSSBU.png RoyHeadGreenSSBU.png RoyHeadVioletSSBU.png RoyHeadCyanSSBU.png RoyHeadPurpleSSBU.png RoyHeadPinkSSBU.png RoyHeadYellowSSBU.png

Gallery

Character Showcase Video

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Trivia

  • Roy's pose in his official artwork resembles his forward tilt.
  • Roy is the first fighter to be introduced as a clone and later have an echo of their own in a later installment.
  • Like in Smash 4, Roy will revert to Marth's idle animation while holding a small throwable item.
  • In Roy's character showcase video, he is seen with a new dashing animation, but in the final build of the game, he reuses his old dashing animation from Smash 4.