Roy (SSBU)/Down special
Roy enters a defensive stance before letting loose a counterattack. The counter has a 1.35× damage multiplier, putting it a step above the usual swordfighter counters. This gives it slightly more KO potential as well. As with most counters, it is reserved to reads in terms of usage, resetting the neutral game or breaking out of a disadvantageous position.
However, the counter is quite slow, being frame 8 with frame 7 intangibility. In terms of FAF, it's 3 frames slower than King K. Rool's Gut Check, one of the slowest counters in the game. Roy also falls much faster and removes any horizontal momentum when the counter is used, sometimes even causing an SD if used after a midair jump. As a result, the move is generally considered to be poor.
The move's true base damage is equal to 1.35× of the countered attack's damage, with a minimum of 8% and a maximum of 50%. Additionally, the hitboxes ignore any kind of armor, and they play an additional sound effect on hit if an attack that deals at least 13% is countered, which is shared with Roy's Final Smash.
Upon countering an attack, Roy immediately transitions to the first frame of this state, in which he freezes for 21 frames alongside the opponent before the counterattack proceeds.
|Horizontal speed multiplier on startup||0.5|
|Counter hitlag on activation||21 frames|
|Counter damage multiplier||1.35|
|Counter minimum damage||8%|
|Counter maximum damage||50%|
|Counter bubble size||9.7u|
|Counter bubble bone||top|
|Counter bubble offsets||[0, 8.2, 0]|
- Oddly enough, the additional sound effect for countering a powerful attack does not apply to the aerial version of the move. This is also the case for Chrom's down special.