PM Icon.png

Roy (PM)

From SmashWiki, the Super Smash Bros. wiki
Revision as of 15:23, May 8, 2019 by Tscsabre (talk | contribs)
Jump to navigationJump to search
Roy
in Project M
Artistic rendering of Roy in Project M.
FireEmblemSymbol.svg
Universe Fire Emblem
Base game appearance Melee
Moveset inspiration Roy (SSBM)
RoyHeadPM.png

Roy is a playable character in the Brawl mod Project M. He returns from Melee with a buffed moveset. He is one of the two characters that was not originally playable in Brawl, the other being Mewtwo. Roy was the first Clone Engine character to be announced for Project M.

Roy ranks 29th out of 41 on the official tier list, in the C tier and a great improvement over his ranking in Melee, where he was 20th out of 26.

Attributes

Scrapped alternate costume that Roy would have received in a later version before the mod was cancelled.

Roy maintains the same archetype from Melee, being a nimble fighter with relatively strong and fast attacks, an uncommon combination for a lightweight. He retains many of his attributes from Melee, including a fast dash, a fast falling speed (the same as the significantly heavier Donkey Kong), and an average air speed. As a swordsman, Roy's Sword of Seals gives his attacks disjointed hitboxes, allowing him to carefully space between him and his opponents. Many of his attacks were heavily buffed in his transition from Melee, becoming stronger, faster, better for comboing, easier to land due to increased reach, and better for finishing. Roy's greatest change, however, is his drastically improved aerial game (which was arguably the worst in Melee). For instance, his sweetspotted down aerial is much stronger and now a spike as opposed to a meteor smash, and his back aerial is a powerful finisher due to its significantly increased knockback.

One of the biggest flaws Roy had in Melee was his inability to combo due to his difficult-to-land attacks. As a result of their poor hitbox placements, it was very easy for Roy to land his sourspots, which caused low hitstun. This has been well addressed in Project M, as his attacks are comparably easier to land and sweetspot as a result of their increased range. Because of this, they offer more hitstun than they did in Melee. Roy's improved aerial game greatly benefits his comboing game, as he can now link multiple forward aerials consecutively and rack up damage more easily than before, and his up aerial has been strengthened, not enough to make it a reliable kill move, but enough to make it more efficient at juggling. In addition, Roy also has a very good approach due to having one of the best SHFFLs in the game due to his fast falling speed, moderately high gravity, and low short hop, coupled with his relatively low traction, giving him an above-average wavedash length.

Roy's grab game is formidable. His up throw is the 9th strongest (10th if Olimar's is counted as two due to his purple and blue Pikmin being stronger) and has great chain grabbing potential against fast fallers. Additionally, Roy can force his opponent over to the edge and execute a good edgeguarding strategy by grabbing them, forward or down throwing them, and finishing them off with either his Flare Blade or side smash.

However, Roy is not without his flaws. He retains his disjointed hitboxes' primary flaw from Melee: the poor hitbox placements, as the tipper hitboxes of most attacks (neutral aerial and up smash are a few exceptions), retain their roles as the sourspots of his attacks, meaning that Roy is still forced to come up close to his opponents in order to be most efficient. However, because they are easier to land as a result of their increased range, this flaw does not adversely affect Roy nearly as much as it did in Melee. Roy's primary flaws, however, are his susceptibility to combos despite his light weight, due to his fast falling speed, which also exacerbates his poor and easily gimped recovery, his other major flaw. On the upside, Roy can aid his recovery by using his side special, the Double-Edge Dance, as the first hit grants him slightly more vertical distance and longer airborne time. Also, his fast falling speed enhances his vertical endurance, making him moderately difficult to KO vertically. Despite this, Roy's vertical endurance is only average relative to the cast (18th overall, which is relatively worse than in Melee) due to being lighter than many other characters. In conclusion, Roy can be considered a rush-down glass cannon like the space animals, because while he possesses devastatingly powerful attacks in his repertoire in addition to an effective combo game, his survivability is below average due to being an easy-to-combo lightweight with a lackluster recovery.

Regardless of his flaws, Roy has inherited a myriad of buffs in his transition from Melee, immensely improved his combo game and overall power, and thus becoming a more formidable fighter than he was before.

Changes from Melee to PM

Roy using his nostalgic forward tilt in Project M.
Roy performing his new forward tilt (angled diagonally upwards).

Roy has been heavily buffed from Melee to PM and has been reworked to be more of a semi-clone of Marth, rather than a clone, in terms of animations and attack functions. In addition, his buffs have increased his overall KO potential and made him become on par Marth as opposed to weaker.

Aesthetics

  • Change Roy's up taunt involves him pointing his sword forward while saying "僕は負けない!" (I won't lose!).
  • Change Side taunt involves him pointing his sword up, then swinging it across his body, and pointing it behind him, identical to his father Eliwood's pre-critical animation as a Lord in Fire Emblem (The Blazing Blade).
  • Change For his on-screen appearance, Roy comes onto the stage with a magic warp circle similar fashion to Marth's, but strikes a different pose (same as his Taunt from Melee) and shouts "Hee-ya!".

Attributes

  • Buff A majority of Roy's attacks involving his sword have more reach.
  • Buff While still incredibly weak compared to the sweetspot, a majority of Roy's sourspotted attacks are overall stronger than in Melee.
  • Buff Roy walks faster (1.2 → 1.4)
  • Buff Jump lag reduced by 1 frame (frame 5 → 4) allowing a slightly faster SHFFL and wavedash, improving his mobility and approach.
  • Buff Roy jumps slightly higher (2.6 → 2.714).

Ground Attacks

  • Buff Neutral attack deals more damage (6%/5%/3% → 8%/6%), and has increased knockback (60 growth → 66 (sweetspot), 5 base/60 growth → 30/66).
  • Change The sourspot of neutral attack no longer sends opponents at a Sakurai angle (361° → 70°).
  • Buff Roy has a new forward tilt; a quick, long-ranged stab, based off of Roy's attack animation as a Lord in Fire Emblem: The Binding Blade. The new forward tilt has significantly increased reach, less start-up (frame 9 → 8), less ending lag (IASA 40 → 38), deals more damage (12%/10%/7% → 14%/9%), can be angled, and now deals extra shield damage (0 → 4), drastically improving its utility. The sourspot also has more base knockback (30 → 60).
  • Change The sourspot of forward tilt no longer sends opponents at a Sakurai angle (361° → 60°).
  • Buff Up tilt deals increased damage (10%/9%/8%/6% → 12%/9%) has less start-up with a longer duration (frame 7-13 → 6-13), less ending lag (IASA 40 → 34) and has much more reach around Roy with better hitbox placements. The sourspot also now sends opponents at a vertical angle (361° → 100°/90°), increasing its combo potential. The move also starts from his back (the opposite of Marth's), allowing to quickly repel opponents that manage to cross him up.
  • Nerf The sweetspot of up tilt has less knockback growth (120/118/116 → 100).
  • Change The sourspot of up tilt has altered knockback (20 (base)/100 (growth) → 35/67).
  • Buff Dash attack's deals more damage (12%/6% → 14%/10%), has increased reach, and a faster animation that matches its hitbox duration. It can also now be cancelled into a DACUS; this further improves his mobility and is an additional approaching option. The sourspot also has more base knockback (35 → 70).
  • Nerf Dash attack has more start-up (frame 12 → 13), and the sweetspot has less knockback growth (55 → 47).
  • Change The sourspot of dash attack no longer sends opponents at a Sakurai angle (361° → 100°).
  • Buff Forward smash has less start-up (frame 12 → 11) and ending lag (IASA 54 → 53). The sourspot also deals more damage (12% → 13%), and more favorable knockback (30 base/65 growth → 80/20).
  • Buff Up smash deals more damage if all hits connect (16.56% → 20%) due to the changes to stale move negation and the final hit dealing more damage (10% → 12%). It also has less ending lag (IASA 46 → 45).
  • Nerf The final hit of up smash has less knockback growth (90 → 80).
  • Buff Roy has a new down smash; a spinning sword sweep. It has much less ending lag (IASA 72 → 61) and has increased knockback growth on both hits (70/68 → 82/77), giving it much better utility than his previous one. The sourspot of the back hit also deals more damage (8% → 10%).
  • Nerf Both hits of sweetspotted down smash deal less damage (21%/16% → 18%14%), and the move cannot hit opponents on ledges as reliably.
  • Change Down smash now has a flame effect.

Aerial Attacks

  • Buff All aerials deal more damage (4% (hit 1)/8%/6% (hit 2) → 4%/10% (neutral), 8%/5% → 12%/9% (forward), 9%/6% → 16%/11% (back), 9%/6% →12%/8% (up), 9%/6% → 12%/18%/9% (down)).
  • Buff Except up aerial, all aerials have increased Interruptibility (frame 50 → 49 (neutral), frame 35 → 33 (forward), frame 43 → 41 (back), frame 64 → 48 (down)).
  • Buff Neutral aerial has an altered animation. roy now does a full outward 360° spin four times with his sword extended with both hands. The new animation has longer reach, covering both in front and behind Roy during both hits, and both hits of the move have less start-up with a longer duration (frame 7-8 (hit 1)/17-20 (hit 2) → 6-11 (hit 1)/13-25 (hit 2)).
  • Nerf Neutral aerial auto-cancels later (frame 32 → 35).
  • Change Neutral aerial now has a flame effect on the second hit.
  • Buff Forward aerial has a longer duration (2 frames → 3), and autocancels earlier (frame 35 → 28).
  • Buff Forward aerial deals more knockback overall (30 base/70 growth (sweetspot) → 40/50, 10 base/70 growth (sourspot) → 30/65), and has more favorable knockback angles (361° (both) → 50° (sweetspot)/45° (sourspot)), increasing their combo and KO potentials.
  • Buff Back aerial has an altered animation. Roy now does a turn-around horizontal slash rather than an inward one, similar to Ike's back aerial. It has less start-up with a longer duration (frame 8-10 → 7-11), and deals more knockback (30/10 (base)/70 (growth) → 20 (base)/100/70 (growth)). Combined with its increased damage output, this significantly increases back aerial's KO potential.
  • Change Back aerial's altered animation increases it horizontal reach, but decreases its vertical reach.
  • Buff Up aerial has more favorable knockback (20/10 (base)/70 (growth) → 45/30 (base)/40 (growth)). Combined with its increased damage output, this increases its juggling potential.
  • Buff Down aerial has less landing lag (32/16 → 25/12), and its meteor sweetspot is now a spike instead of a meteor smash (270° → 281°). Combined with its doubled damage output, this makes it drastically more powerful despite its decreased knockback growth (70 → 60). It also has a larger and more favorably placed hitbox, now located between Roy's head and the base of his blade, making it easier to land and combo into. Non-spike sweetspot and sourspot hitboxes of down air additionally deal less knockback (40 (base)/70 (growth) → 30/60), and have altered angles (361°/90° → 90°/37°), increasing their combo potentials.
  • Change The spike sweetspot of down air now has a flame effect.

Grabs and Throws

  • Buff Grab range increased.
  • Change All throws have altered angles (45° → 50° (forward), 117° → 45° (back), 97° → 83° (up), 120° → 60° (down)), though in the case of back and down throw, they still send opponents behind Roy.
  • Change Back throw has more knockback growth (45 → 70). This increases its edgeguarding potential, but hinders is followup potential.

Special Moves

  • Buff Flare Blade deals more damage when uncharged (6% → 10%), improving its KO potential.
  • Buff Double-Edge Dance was improved significantly:
    • Buff 3rd variation's sourspot deals slightly more damage.
    • Buff 4th variation can be reversed and is a stabbing move that deals strong knockback.
    • Buff 3rd up variation sourspot deals much higher damage.
    • Buff 3rd down variation deals slightly higher damage and now has major gimping potential.
    • Buff 4th variation has more vertical range while the sourspot does more damage.
    • Buff 4th down variation hits better, and deals more knockback.
    • Buff 4th up variation now inflicts vertical instead of horizontal knockback, and has faster startup.
  • Change All variations of Double-Edge Dance's 3rd and 4th have new animations.
  • Buff Blazer deals much more damage and now has more reliable knockback. Additionally, the very last hitbox of the move no longer inflicts set knockback. Also, at the height of the jump Roy can grab the ledge when he is facing away from it, similar to Falcon Dive and Dark Dive.
  • Buff Counter has more favorable knockback (30 (base)/90/70 (growth) → 90 (base)/40 (growth)), making it safer when countering weaker moves, while still being able to KO when countering stronger moves. The counter itself additionally has a larger hit radius, now properly covering Roy's feet.
  • Change Roy no longer says "そこ!" ("There!") when he counters an attack.

Revisions

v3.01

  • Buff Grab release animation sped up to avoid potential grab release combos or re-grabs.
  • Change Forward aerial landing lag and L-canceled landing lag matched to Melee.
  • Bug fix Some of Double-Edge Dance's sword swings could whiff when it looked like they hit, this has been fixed.
  • Bug fix New Final Smash doesn't use time manipulation anymore and has been fixed up in general to be less buggy.
  • Buff Model optimized to no longer cause significant lag.

v3.5

  • Buff Counter now properly covers Roy's feet after activation.
  • Buff Slow walk speed slightly increased.
  • Buff Double Edge Dance can now clank with projectiles and other moves (except for Down Four, which also can no longer be absorbed).
  • Buff Down aerial sweetspot now spikes.
  • Nerf Up aerial landing lag increased.
  • Nerf Dash grab range decreased.
  • Change Double Edge Dance frame data now matches Melee.
  • Change Sword Swing sounds now match Melee (using 3.5's revamp of Roy's previous Melee swings).

v3.6

Beta

  • Change AI is now more intelligent when using Roy.
  • Nerf Down tilt's tip's base knockback was reduced (90 → 70).
  • Nerf Down aerial's base knockback was reduced (40 → 30).
  • Nerf Down aerial's knockback growth was reduced (70 → 60).

Full

  • Change Roy's voice clips are more audible. His sounds were also adjusted to be different from Marth.
  • Buff Back aerial animation tweaked, making it easier to hit and/or sweetspot opponents. Knockback angle changed (50 → Sakurai angle).

Moveset

Up to date as of version 3.6.

Name Damage Description
Neutral attack 8% (sweetspot), 6% (sourspot) Performs one single horizontal slash with his sword. Deals low damage and low knockback, even at the sweetspot.
Forward tilt 14% (sweetspot), 9% (sourspot) Performs a forward stab with his sword while taking a step forward. This move is similar to his normal attack animation (like for many rapier-based Lords) in Binding Blade. It has considerable range and power, with low start and end lag. Can be angled up or down.
Up tilt 12% (sweetspot), 9% (sourspot) Swings his sword in an arc upwards and outwards over his head towards the direction he's facing. Low start and end lag, with decent knockback.
Down tilt 12% (close), 10% (mid), 6% (far) Identical to Marth's, Roy crouches and jabs his sword briskly at the enemy's feet. Low start lag with moderate end lag. Has great vertical knockback, which can lead into combos. The range can also prove great during neutral game spacing and edgeguarding.
Dash attack 14% (sweetspot), 10% (sourspot) Identical to Marth's, Roy lunges forward and does a quick upward sweeping diagonal slash. Has somewhat moderate startup and ending lag. This move also has decent knockback and can lead into combos or dash dancing.
Forward smash 20% (sweetspot), 13% (sourspot) Identical to Marth's, Roy performs a rotating one-handed slamming sword plunge to the ground. This move has low start with moderate ending lag along with great range, with extreme damage and knockback near the base of the sword. However, near the tip of the sword, the knockback and damage are severely reduced. Roy's original primary finisher like in Melee.
Up smash Flame Sword 2% (hits 1-4), 12% (hit 5) Thrusts his sword skyward as it ignites in flames. This move has low start up, but high ending lag with decent vertical range. This move traps opponents in for great damage, and can link into combos at low percentages. The tip of the sword can spike enemies at the very first frames of the attack, just as long as they don't link to another part of the sword. Causes a flame effect, should it hit.
Down smash 18%/14% (clean sweetspot/sourspot), 14%/10% (late sweetspot/sourspot) A low outward slashing spin around Roy's body. This move has low start up and ending lag, with decent range and knockback. The move's more powerful near the base of the sword, and causes a flame effect if it connects.
Neutral aerial 4% (hit 1), 10% (hit 2) A full outward 360° spin four times with his sword extended with both hands. Two attacks may link together for decent damage, with relative knockback. Causes a flame effect if it connects.
Forward aerial 12% (sweetspot), 9% (sourspot) Identical to Marth's, Roy does a quick swipe forward. Despite the sourspot dealing relatively less damage than that of the sweetspot, it ironically delivers more horizontal knockback, making it the only move whose sourspot is technically stronger than its sweetspot. Often a main combo tool, but can still be punished if used incorrectly.
Back aerial 16% (sweetspot), 11% (sourspot) Similar to Ike's back aerial, Roy performs a quick horizontal outward slash behind him. It is a decent tool for edgeguarding and gimping, though it is somewhat more difficult to connect due to the smaller, horizontal hitbox. Like Marth's back aerial, this move turns Roy around.
Up aerial 12% (sweetspot), 8% (sourspot) Swipes his sword upwards, front to back, in a delayed backflip. The sweetspot has been given more knockback so Roy can execute better combos and juggles. However, the sourspot has lower damage and mediocre knockback. Closely identical to Marth's up aerial, but is considerably better at juggling due to the lower knockback, at the cost of being unreliable at KOing.
Down aerial 18% (body), 12% (blade), 9% (tip) Identical to Marth's, Roy swipes his sword below via an outward wide slash. This move has been drastically changed from Melee. Though it retains the same start up, its ending and landing lag has been sped up. The middle of the blade is stronger, and its power is in between those of the sourspot and sweetspot. The sweetspot's knockback, positioned between Roy's head and his sword's hilt when the move is executed, has drastically been increased, making it better for edgeguarding. Additionally, it is no longer a meteor smash, but a powerful fiery spike, which means it cannot be meteor canceled, making it an even more dangerous move. However, other than a slight increase in damage, its sourspot has barely been changed.
Grab
Pummel 3% Knees opponent.
Forward throw 5% Throws the opponent forward at blinding speed. This throw can link into combos or chain grab at moderate percentages. Can also lead into other attacks, like his forward smash, for example.
Back throw 5% Flings the opponent behind him. Unlike his forward throw, this throw cannot link into combos at low percentages as easily. However, it can link into various attacks.
Up throw 5% Tosses the opponent upwards with one hand. Great for chaingrabs and combos.
Down throw 6% Slams the opponent onto the floor. Has decent knockback and can link into his forward smash.
Floor attack (front) 6% Sweeps his sword on the ground, front to back.
Floor attack (back) 6% Performs a quick stab to the left followed by a horizontal slash to the right.
Floor attack (trip) 5% Gets up and does a stab on one side followed by a horizontal slash on the other side.
Edge attack (fast) 8% (sword), 6% (body) Fips onto the stage with a quick diagonal slash downwards.
Edge attack (slow) 10% Slowly climbs up and performs a quick horizontal slice.
Neutral special Flare Blade 10-45%, 50% (fully charged) Similar to Marth's Shield Breaker, Roy holds the Sword of Seals over his head before doing a powerful overhead slash, which can cause a flame effect. This move can be charged, with the damage of the attack increasing the longer the special button is held. When fully charged, Roy slams his sword on the ground and produces a powerful explosion that can break shields and deals a ton of damage and knockback, being able to one-hit KO almost any character. However, Roy receives 10% recoil damage in the process.
Side special Double-Edge Dance Varies A sequence of sword maneuvers with several variations based on the direction the control stick is held.
Up special Blazer 5%/3% (hit 1 sweetspot/sourspot), 2% (hits 2-6), 4% (hit 7) Roy soars upwards with his sword engulfed in flames, burning opponents within his reach. Similar to Marth's Dolphin Slash, though noticeably different in that it hits multiple times, is slower, and has significant hang time, giving Roy somewhat of an advantage against impromptu edge-guarding attempts. The move's animation in Project M has been modified as a reference to the Ryuuenjin (Dragon Flame Blade) used by Zero in Mega Man X4 and Capcom's Vs. series of games.
Down special Counter 1.5x damage of countered move (min 1%) Roy briefly flashes while entering a defensive stance, allowing him to counterattack within the first few frames of animation with a fiery slash. Opponents that attack Roy will be struck back with 1.5x the damage the attack would have normally dealt. Performing this move slows Roy's descent while airborne.
Final Smash Critical Hit 20% (hit 1), 1% (hits 2-41), 20% (hit 42) Roy starts his attack similarly to Marth's, where he brings his blade back and charges. However, unlike Marth's version, he unleashes a large column of fire, which is strikingly similar to Entei's Fire Spin attack. Usually a one-hit KO. Like Marth, using it in the air without any intervening terrain will cause Roy to self-destruct (which can be avoided by pressing an attack button). The Final Smash is somewhat cinematic, causing the camera to focus directly on to Roy if he connects the attack.
Double-Edge Dance
Hit Damage Description
First Hit (Neutral) 5% (sweetspot), 4% (sourspot) Does a downwards slash that deals little knockback; incapable of KOing.
Second Hit (Up) 6% (sweetspot), 4% (sourspot) Does an upwards slash. Has a little more knockback then the first slash, but still cannot KO at high percents.
Second Hit (Neutral) 6% (sweetspot), 4% (sourspot) Does horizontal slash forwards. The knockback of this move has been increased from Melee.
Third Hit (Up) Clean: 9% (sweeetspot), 7% (sourspot)
Late: 6% (sweetspot), 4% (sourspot)
Does a downwards vertical slash. At the beginning of the move, the attack meteor smashes opponents.
Third Hit (Neutral) 9% (sweetspot), 7% (sourspot) Spins once and does an upwards slash. Oddly, compared to Marth's, it has higher base knockback, but lower scaling, making it typically impossible to link together with the fourth hit at low percentages on most characters and weaker at higher percentages; despite this, it is still a powerful finisher.
Third Hit (Down) 3% (hits 1-3), 4% (hit 4) Stabs his sword at the ground, dealing multiple flame damage.
Fourth Hit (Up) 10% (sweetspot), 8% (sourspot) Does a powerful upper slash. Deals flame damage. Closely resembles Marth's upward strike from Brawl.
Fourth Hit (Neutral) 12% (sweetspot), 9% (sourspot) Spins and swings his sword at the ground. Deals flame damage.
Fourth Hit (Down) 3% (hits 1-5) Holds his sword in a reverse grip and thrusts it downwards, dealing multiple flame damage. Based on Sol Badguy's Gun Flame attack (as well as his Order-Sol self's Fafnir Prototype version) from Guilty Gear.
Fourth Hit (Back) 11% (sweetspot), 9% (sourspot) Turns around and thrusts his sword forward.

In competitive play

Notable players

Alternate costumes

Roy retains his costumes from Melee, with the addition of two new costumes, although they were touched to match the more realistic environment of Brawl.

PMDT had confirmed on their Twitter account that Roy would have an alternate costume based off his appearance in Fire Emblem: Awakening in a future version of Project M. While it never made it into the mod officially, it was later released on the Brawl Vault.

Roy's alternate costumes in PM
File-RoyHeadPM.png RoyHeadGreenPM.png RoyHeadRedPM.png RoyHeadBluePM.png RoyHeadYellowPM.png RoyHeadBlackPM.png RoyHeadPurplePM.png
  • Default: Based off Roy's design in Fire Emblem: The Binding Blade, although with a purple cape.
  • Green: Based off the "other" units in Fire Emblem games.
  • Red: Based off the "enemy" units in Fire Emblem games.
  • Blue: Based off the "player" unit in Fire Emblem games. This costume was touched up from Melee, now matching up his appearance in Fire Emblem: The Binding Blade.
  • Gold: May be based off gold armor, which some knights wore when fighting.
  • Black: A "dark" costume.
  • Purple: A costume added in version 3.5. The color scheme makes a reference to his appearance in Fire Emblem: Awakening.

Trivia

  • Roy's SFX are of a significantly lower quality than those featured in Melee, although an unofficial patch proved that this was unnecessary for the official release.
  • Unlike Mewtwo, Roy does not have a specific Wii Remote select sound; it is nothing more than a generic, metal clanking sound.
  • The voice clip from Roy's up taunt comes from one of his victory quotes in Melee.
    • This voice clip, while rerecorded, would go on to be used in one of Roy's taunts in Smash 4. However, this is a coincidence.
  • As a Clone Engine character, there are some slightly odd cases with Roy's voice clips during battle; these distinctions are shared with Mewtwo:
    • Roy's voice is heard when he is in his Metal form.
    • Prior to the v3.6 Beta, Roy's sound effects replaced Duon's, resulting in atypical behaviour when fighting it. His sound effects are now shared with Marth.
Roy's congratulations screen in PM.
Roy's congratulations screen in Project M
  • Even in Project M, Roy is missing his sheathe. The PMDT's reason for this is due to file size and clipping issues; this was before later versions of BrawlBox gained a model optimizer, as importing such objects then would have caused the game to crash.
    • As newer versions of BrawlBox now exist, file size and clipping issues are little to non-existent. There also exist unofficial patches for Roy in this scenario, which have no issues on file size whatsoever, and the sheathe clips roughly as much as those of other existing characters on Project M's roster.
  • Like Mewtwo, anything that would normally be exclusive to Roy (namely, trophies, Congratulations video and a codec conversation) reuses that of Mario's.
    • Despite this, he now has his own congratulations screen.
    • In addition, when accessing replays in Brawl, Roy shows up as Mario.
  • If Roy is under the effects of a Turbo and performs his neutral aerial right after using Blazer on a large character such as Bowser, Roy will launch high up into the air. A similar situation applies to Marth.
  • Roy is one of the only two characters to have two spikes; the other is Donkey Kong. Coincidentally, they share the same falling speed.
  • If one were to delete the custom file used for the announcer calls in Project M and select Roy in-game, it reveals to use the clip for Pokémon Trainer.

External links