Editing Roy (SSBM)

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|usname=Blazer
|usname=Blazer
|usdmg=5%/3% (hit 1), 2%/1% (hits 2-4), 1% (hits 5-7)
|usdmg=5%/3% (hit 1), 2%/1% (hits 2-4), 1% (hits 5-7)
|usdesc=Roy soars upwards with his sword, engulfed in flames. This move can be aimed by quickly pushing the control stick in a direction after the initial jump. It deals more hits on heavier characters such as {{SSBM|Bowser}}. Can deal approximately up to 13.19% damage if all hits connect and not tippered. The very first hit of this move deals incredible base knockback, capable of a pseudo-[[one-hit KO]] on very [[weight|light]] and [[floaty]] characters specifically, [[blast zone|off the top]] on low ceiling [[stage]]s, even at 0%, if the first hit is the only hit that connects - especially from a point of elevation. This is most easily done with a reverse Blazer, giving the move a utility that loosely resembles the move [[Rest]], but only in certain [[match up]]s. Furthermore, Roy's up special as a recovery can be curved more horizontally than Marth's, though has less vertical distance, and the multi-hit nature can make it more tricky to deal with when edgeguarding him, and [[Edge#Edge_sweet_spot|sweetspot]]'s well.
|usdesc=Roy soars upwards with his sword, engulfed in flames. This move can be aimed by quickly pushing the control stick in a direction after the initial jump. It deals more hits on heavier characters such as {{SSBM|Bowser}}. Can deal approximately up to 13.19% damage if all hits connect and not tippered. The first hit of this move deals incredible base knockback, capable of a pseudo-[[one-hit KO]] on very [[weight|light]] and [[floaty]] characters specifically, [[blast zone|off the top]] on low ceiling [[stage]]s, even at 0%, if the first hit is the only hit that connects - especially from a point of elevation. This is most easily done with a reverse Blazer, giving the move a utility that loosely resembles the move [[Rest]], but only in certain [[match up]]s. Furthermore, Roy's up special as a recovery can be curved more horizontally than Marth's, though has less vertical distance, and the multi-hit nature can make it more tricky to deal with when edgeguarding him, and [[Edge#Edge_sweet_spot|sweetspot]]'s well.
|dsname=Counter
|dsname=Counter
|dsdmg=1.5x the damage of the countered move (min 1%)
|dsdmg=1.5x the damage of the countered move (min 1%)

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