Roy (SSBU)/Neutral special
Roy charges Flare Blade, swinging the sword down with an explosion occurring thereafter. It deals relatively high knockback even with low charge, though it isn't easy to land without reads. At maximum charge, which takes around 5 seconds, the move is treated as a one-hit KO that also breaks shields. Roy will take recoil damage if the move is fully charged. Flare Blade can deal slightly more damage if the move is released just before it reaches the one-hit KO threshold.
Flare Blade can be turned around during the charge, removing the need for a b-reverse. This also gives it minor utility on the ledge if spaced away from edge attacks. B-reversed Flare Blade does still have utility, however, as the momentum gives it minor use as an approach option, kill move or for general reads. It is committal, however, being -15 on shield and having a relatively long animation.
When not fully charged, the hitboxes' true base damage is specified in the move's parameters, and is equal to
8 + 0.166667 * (charge frames / 240), for a maximum of 47.833333% right before reaching full charge. When fully charged, the hitboxes are instead changed directly with no additional damage modifier.
Roy can turn around while charging the move, which takes 19 frames, during which the move continues charging. He can continue turning until the move reaches full charge, albeit with a delay of at least 5 frames between consecutive turns.
Not fully charged
|Hitbox (from release)||21-24 (10-13)|
|Interruptible (from release)||45 (34)|
|Animation length (grounded; from release)||78 (67)|
|Animation length (aerial; from release)||82 (71)|
The timings are shown from release. Roy receives 10% recoil damage on frame 10.
|Animation length (grounded)||67|
|Animation length (aerial)||71|
Differences for Kirby's Copy Ability
- The aerial version has a shorter animation (from release: 71 frames → 67) that matches the grounded version, reducing the time before Kirby can fast fall or grab ledges without interrupting the move.
The move has three charge levels before reaching full charge (making four total), but the differences between them are only aesthetic, with the second and third levels having a more pronounced voice clip and particle effects, and the third level causing a Special Zoom on hit.
|Horizontal speed multiplier on startup||0.8|
|Half-seconds of charge for second level||3 (90 frames)|
|Half-seconds of charge for third level||5 (150 frames)|
|Total half-seconds of charge||8 (240 frames)|
|Added damage per half-second of charge||5%|
|Recoil damage for fully charged attack||10%|
|Delay between consecutive turns||5 frames|
|Time before zoom||3 frames|
|Background duration (non-1v1)||30 frames|