Editing Roy (SSBU)

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Roy is also extremely effective at shield pressure and mix-ups. Many of his aerials and his down tilt are safe on shield against shield grabs, allowing him to pressure the opponent's shield until they choose an option to escape, which Roy can then punish. Roy's neutral attack is useful thanks to its KO confirms into his forward, back and up aerials, as well as its ability to pressure shields and to catch the enemy coming out of shield. Roy's neutral aerial is also very effective as a cross-up attack on characters who lack out of shield options that hit behind them. Up aerial can also function as a combo starter and is safe on shield, and leads into different follow-ups dependent on whether the sweetspot or the sourspot connects. Roy can also simply grab opponents for shielding against him; he has simple but efficient throw combos such as down throw into neutral aerial or up aerial depending on percent. Roy even possesses some shield break set-ups if the opponent is not careful, rewarding Roy with a Flare Blade punish.
Roy is also extremely effective at shield pressure and mix-ups. Many of his aerials and his down tilt are safe on shield against shield grabs, allowing him to pressure the opponent's shield until they choose an option to escape, which Roy can then punish. Roy's neutral attack is useful thanks to its KO confirms into his forward, back and up aerials, as well as its ability to pressure shields and to catch the enemy coming out of shield. Roy's neutral aerial is also very effective as a cross-up attack on characters who lack out of shield options that hit behind them. Up aerial can also function as a combo starter and is safe on shield, and leads into different follow-ups dependent on whether the sweetspot or the sourspot connects. Roy can also simply grab opponents for shielding against him; he has simple but efficient throw combos such as down throw into neutral aerial or up aerial depending on percent. Roy even possesses some shield break set-ups if the opponent is not careful, rewarding Roy with a Flare Blade punish.


Roy's special moveset maintains his sheer speed and KO power; [[Flare Blade]] is known for being one of the strongest single-hitting attacks in the game, with the capability to one-hit KO any fighter in the game when fully charged. Combined with its ability to be reversed and its extremely high knockback, it adds up to be a very potent [[edge-guarding]] and ledge trapping tool, and has deceptively low ending lag despite its power to avoid punishment. As a result, Roy is one of few characters who can reliably close out stocks on any shield breaks regardless of the opponents damage. [[Double-Edge Dance]] is a quick and efficient damage-racking series of high-speed sword slashes, along with being a reliable finisher at higher percentages if sweetspotted; it is fast enough for each hit to connect reliably and catch spot dodges. His main recovery move, [[Blazer]], is an excellent [[out of shield]] option, due to gaining super [[armor]] on startup and having decent knockback growth when grounded. Lastly, his [[Counter]] has a short window of active frames compared to other counterattacks, but it makes up for being one of the strongest counters in the game thanks to its 1.35× damage multiplier.
Roy's special moveset maintains his sheer speed and KO power; [[Flare Blade]] is known for being one of the strongest single-hitting attacks in the game, with the capability to one-hit KO any fighter in the game when fully charged. Combined with its ability to be reversed and its extremely high knockback, it adds up to be a very potent [[edge-guarding]] and ledge trapping tool, and has deceptively low ending lag despite its power to avoid punishment. [[Double-Edge Dance]] is a quick and efficient damage-racking series of high-speed sword slashes, along with being a reliable finisher at higher percentages if sweetspotted; it is fast enough for each hit to connect reliably and catch spot dodges. His main recovery move, [[Blazer]], is an excellent [[out of shield]] option, due to gaining super [[armor]] on startup and having decent knockback growth when grounded. Lastly, his [[Counter]] has a short window of active frames compared to other counterattacks, but it makes up for being one of the strongest counters in the game thanks to its 1.35× damage multiplier.


Despite Roy's numerous strengths, he has noticeable weaknesses. His biggest flaw stems from his own inverse tipper attribute; by relying on close-quarters attacks to deal damage, it gives him below-average effective reach compared to other swordfighters due to the Binding Blade's tip dealing weak knockback and damage. Thus, Roy cannot rely on a spacing playstyle in spite of his status as a swordsman, since his sourspotted attacks are less reliable as combo starters. This forces him to get dangerously close to the opponent in order for his attacks to properly start combos and deal more damage. This is further worsened by many of his attacks having high ending lag, which makes Roy very punishable if his attacks are simply thrown out without caution. In all, he cannot perform optimally when spacing with the tip of his sword, but cannot afford to make mistakes when at close range without running the risk of massive punishment.
Despite Roy's numerous strengths, he has noticeable weaknesses. His biggest flaw stems from his own inverse tipper attribute; by relying on close-quarters attacks to deal damage, it gives him below-average effective reach compared to other swordfighters due to the Binding Blade's tip dealing weak knockback and damage. Thus, Roy cannot rely on a spacing playstyle in spite of his status as a swordsman, since his sourspotted attacks are less reliable as combo starters. This forces him to get dangerously close to the opponent in order for his attacks to properly start combos and deal more damage. This is further worsened by many of his attacks having high ending lag, which makes Roy very punishable if his attacks are simply thrown out without caution. In all, he cannot perform optimally when spacing with the tip of his sword, but cannot afford to make mistakes when at close range without running the risk of massive punishment.

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