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===Aesthetics===
===Aesthetics===
*{{change|Roy's design is a combination of his appearance as a Master Lord in ''Fire Emblem: The Binding Blade'' and his appearance as an Einherjar in ''Fire Emblem: Awakening''.}}
*{{change|Roy's design is a combination of his appearance as a Master Lord in ''Fire Emblem: The Binding Blade'' and his appearance as an Einherjar in ''Fire Emblem: Awakening''. His eyes are also smaller and less anime-esque.}}
*{{change|Roy has completely unique idle stances, as opposed to having variants of {{SSB4|Marth}}'s.}}
*{{change|Roy has completely unique idle stances, as opposed to having variants of {{SSB4|Marth}}'s.}}
*{{change|Roy has an on-screen appearance.}}
*{{change|Roy has an on-screen appearance.}}

Revision as of 16:31, November 28, 2015

This article is about Roy's appearance in Super Smash Bros. 4. For the character in other contexts, see Roy.
For information on the playable Koopaling, please see Bowser Jr. (SSB4).
Roy
in Super Smash Bros. 4
Roy SSB4.png
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in Melee


Availability Downloadable
Final Smash Critical Hit
RoyHeadSSB4-U.png
Roy Seals the Deal!
—Introduction tagline

Roy (ロイ, Roy) is a playable character in Super Smash Bros. 4 as the third downloadable character. First leaked through datamining of the 1.0.6 update, Roy would ultimately be revealed and was released alongside Lucas and Ryu on June 14th, 2015. Roy is also the third of three Super Smash Bros. Melee characters that were cut from Super Smash Bros. Brawl to return for Super Smash Bros. 4, after Dr. Mario and Mewtwo.

Roy is once again voiced by Jun Fukuyama, who reprises his role from Melee, mimicking some of his voice clips from Melee as well as providing some new ones. Like in Melee, Roy speaks Japanese regardless of the game's region, as with Marth.

Attributes

Roy's moveset is mostly based off of Marth, but with a number of different attributes, the most notable of which is his inverse of Marth's tipper mechanic: his Sword of Seals deals more damage and knockback near the hilt and less at its tip compared to Marth's Falchion. Roy also has a significantly higher falling speed (tied for the fifth fastest), faster air (tied with Wario for third fastest) and dashing speeds (the ninth fastest), as well as heavier weight. In addition, many of his attack animations were changed from Melee and now properly align with their hitboxes. These changes make him a semi-clone of Marth rather than a true clone.

Roy's attributes give him a different playstyle from Marth, as well as bringing him an array of advantages. His higher weight allows him to survive blows that would KO Marth, giving him better survivability, especially vertically because of his higher falling speed. He also possesses two throws that have guaranteed follow-ups: down throw can lead to many attacks until medium percents, and can be used with his neutral or forward aerials to create a long string of aerial attacks. He also has his forward throw which is useful for racking damage at low to medium percents, as its low base knockback allows it to combo into any ground attack or a dash attack at 0%, or into a neutral aerial that can lead into even more aerial strings. Roy's faster ground and air speeds are among the best in the game, and exacerbate these advantages even more, giving him a much better combo and damage racking game compared to Marth. His combo game is made better even further thanks to his reversed sweetspot, which is much easier to land than Marth's tipper while still hitting as hard. This makes the reward for landing a blow as Roy much easier than as Marth, who requires precision and careful spacing for the same effect. Additionally, some of Roy's moves are also much safer to use than Marth's, due to either having less end lag or having interruptibility frames, such as his down tilt and forward aerial. This gives him a better approach than Marth (although it is still only average at best), with his neutral and forward aerials being safer and more rewarding approach tools than his counterpart. Roy also has a great amount of strength in his moveset, with almost all his standard sweetspotted attacks being able to KO at 120% or earlier. In addition, his specials are also powerful: Flare Blade has very high knockback and scaling at almost all charge levels and can even one-hit KO when fully or almost fully charged. It additionally has very low ending lag, being relatively safe to use. Double-Edge Dance can KO reliably as well when the last hit is aimed forward, although connecting all the hits before it at higher percentages can be difficult. It is also excellent for punishing spot dodges. Blazer is an excellent out of shield option as it gives Roy super armor on start up and can kill reliably when all hits connect at around 110%. His Counter activates somewhat slowly, does not last long and its damage multiplier has been decreased from 1.5x to 1.35x. However, it can still KO and even OHKO if it counters a strong enough attack due to its damage multiplier being stronger than that of his fellow swordsmen. Additionally, his decent weight makes him an effective user of the rage mechanic, making his already powerful moves even stronger. All of this gives Roy arguably the best KOing options of any swordsman in the game, especially when considering the decent speed of his attacks. It also gives him one of the best punishing games, as it incredibly rewarding while not being particularly risky.

Like the other swordsmen, Roy is also a decent edge-guarder thanks to his disjointed hitbox: his forward and back aerials have large arcs like Marth's that can reliably stage spike opponents, while his down aerial is a very strong spike attack with a rather reliable hitbox placement. Blazer is also a very reliable stage spike move as Roy can drag opponents into the stage forcing them into an un-techable situation. His down tilt is faster than Marth's and is a semi-spike, making it good for edge-guarding as well. Finally, Flare Blade is an extremely powerful edge-guarding tool when used correctly, as Roy can charge it up to for five seconds near a ledge to catch careless opponents with the attack, which has enough knockback to potentially KO at 0% if almost fully charged. Its low ending lag also makes it safe to use off-stage to get early KOs.

Roy is not without flaws, however. Like many other melee fighters, Roy cannot properly deal with projectiles, as he lacks a reflector or projectiles of his own. The lack of a projectile also makes his approach average at best as none of his approach options are particularly safe, although it is still better than Marth's due to his higher speed. His fast falling speed also makes him more susceptible to combos than many other fighters, and this also decreases his survivability if he is sent offstage with a semi-spike. His reversed sweetspot, while one of his biggest strengths, is also one of his more significant flaws. While it is powerful, it forces Roy to essentially fight at point blank range for maximum effect, making spacing from a distance as Roy less efficient than as other swordsmen. This also makes it risky when fighting against an opponent that can punish his mistakes severely like Ganondorf, or that can overwhelm him with faster moves than his at close-range like Sheik. Roy's biggest flaw however, is his recovery. While it is not that predictable due to Blazer being able to be angled and covers a helpful amount of horizontal distance, it does not cover much vertical distance, which is exacerbated by his fast falling speed. This makes Roy vulnerable off-stage, as most spikes will be a guaranteed KO on him at most percents, and strong attacks may send him too far off-stage to recover, even horizontally. Regardless, Roy's excellent speed, power, reliable out of shield options, and great combo game outweigh his cons. It allows him to easily put pressure on his opponents and reap massive rewards from even the smallest mistake, making him a force to be reckoned with. This has resulted in him being considered by some professionals to be one of the best swordsmen in the game, despite his rather poor tournament representation.

Changes from Melee

Roy has been heavily buffed in his transition to SSB4 from Melee, where he was a vastly inferior clone of Marth and was considered a low-tier character. The hitbox placements on many of Roy's attacks, such as his down aerial, have been improved, while both his power and speed have both been increased overall. While he has had decreases to the range of his grabs and most of his attacks as well as the hitbox duration of many of his ground attacks, the aforementioned buffs he received in almost every other aspect make these nerfs rather negligible. Due to his sword's unique abilities, Roy is also a surprisingly effective user of the rage mechanic, as it results in him being capable of dealing even more knockback with his already powerful attacks. Overall, Roy is now considerably more viable than how he was in Melee.

Aesthetics

  • Change Roy's design is a combination of his appearance as a Master Lord in Fire Emblem: The Binding Blade and his appearance as an Einherjar in Fire Emblem: Awakening. His eyes are also smaller and less anime-esque.
  • Change Roy has completely unique idle stances, as opposed to having variants of Marth's.
  • Change Roy has an on-screen appearance.
  • Change Roy's walking and jumping animations have been changed.
  • Change In a similar vein to Marth's Falchion, Roy's Sword of Seals' trail indicates the sweetspot with a white arc. In Roy's case, it is near the Sword of Seals' hilt.
  • Change Most of Roy's sword swings aesthetically appear "heavier", as he now swings the Sword of Seals in a reverse grip or with both hands. As a result, Roy's Sword of Seals behaves like a heavier broadsword compared to Marth and Lucina's "lighter" Falchion and Parallel Falchion, which they swing with less effort.

Attributes

  • Nerf Due to the aforementioned alterations to his sword swings, many of Roy's attacks have altered hitbox placements compared to Marth's and decreased hitbox sizes.
  • Buff Roy's heavier (85 → 95), making him a middleweight instead of a lightweight. This also makes him heavier than Marth.
  • Buff Roy dashes faster (1.61 → 1.91), surpassing Marth and giving him the ninth fastest dashing speed in the game.
  • Nerf Roy walks slower (1.2 → 1.15).
  • Buff Roy's air speed is much faster (0.9 → 1.21), now being tied with Wario's as the third fastest air speed in the game.
  • Change Roy falls slower (2.4 → 1.8), though he still has the fifth fastest falling speed in the game.
  • Nerf Roy now stands at Marth's height, which makes his hurtbox bigger. Despite this, he still has less range than Marth due to altered hitbox placements.

Ground attacks

  • Change Neutral attack's animation has been changed. It is now a reverse gripped upward lifting slice.
  • Buff Neutral attack deals more damage (4%/5%/6% → 4%/7%/7%), has decreased cooldown (interruptibility frame 26 → 23) and launches opponents at 62° when sweetspotted, which gives it improved combo ability.
  • Nerf Neutral attack has increased start-up (frame 4 → 5), has decreased range, and its hitbox duration is 1 frame shorter.
  • Change Forward tilt's animation has been changed. It is now a reverse gripped inward reaping slash.
  • Buff Forward tilt has more knockback (60 base/70 growth → 30 base/100 growth), has decreased start-up (frame 9 → 8) with decreased cooldown (interruptibility frame 40 → 32).
  • Nerf Forward tilt's hitbox duration is 2 frames shorter.
  • Change Up tilt's animation has been changed. Roy now swings his sword in a more overhead grip while bringing it to his side instead of behind him. The animation is more vertical than horizontal.
  • Buff Up tilt deals more damage (6%/8%/9%/10% → 7%/12%) making it much stronger despite its lower growth (116 → 103). It also has decreased start-up (frame 7 → 6) and decreased cooldown (interruptibility 40 → 39).
  • Nerf Up tilt's late hitbox duration is 2 frames shorter.
  • Buff Down tilt has decreased start-up (frame 8 → 7) and now sends opponents at 30°, making it much better for edge-guarding and to set-up a tech-chase.
  • Nerf Down tilt has increased cooldown (interruptibility frame 20 → 22). Due to it now sending opponents at a horizontal trajectory, its combo ability has been almost completely removed. Its hitbox duration is also 1 frame shorter. The sweetspotted down tilt deals less damage (12% → 11%).
  • Change Dash attack's animation has slightly changed. Roy now performs an inward sweeping slash into a braking stop.
  • Buff Dash attack deals 1% more damage (12% → 13%) and has increased knockback (70 base/55 growth → 65 base/82 growth).
  • Nerf Dash attack has increased start-up (frame 12 → 13) and increased cooldown (interruptibility frame 40 → 50).
  • Change Forward smash's animation has slightly changed. Roy now brings his sword behind himself and then slashes forward in a reaping two-handed slash from a turn. This animation is somewhat similar to Mii Swordfighter's.
  • Buff Forward smash has increased knockback growth (65 → 70).
  • Nerf Forward smash has increased start-up (frame 12 → 14), increased cooldown (interuptibility frame 54 → 55), decreased vertical reach, and its hitbox duration is 1 frame shorter. It now has a "mediumspot" in the center of the blade that deals damage in between the sourspot and sweetspot, which effectively makes the sweetspot smaller.
  • Change Up smash's animation has slightly changed. It now has fiery graphical effects and an explosion on the last hit.
  • Buff Up smash deals 0.44% more damage (16.56% → 17%) due to changes to stale-move negation. It also has decreased start-up (frame 15 → 12) the spike hitbox now properly knocks opponents into the other hits, and has partial intangibility on Roy's arm.
  • Nerf Up smash has increased cooldown (interruptibility frame 46 → 59), its last hit has decreased base knockback (73 → 70) and its hitbox lasts 2 frames shorter.
  • Nerf Fully charged down smash deals 7% less damage (28% → 21%). Both of its hits' duration last 1 frame shorter.
  • Buff Down smash's back hit deals 2% more damage (16%/8% → 18%/10%). It also has decreased cooldown (interruptibility frame 72 → 63) and launches foes at a more horizontal trajectory.
  • Change The knockback properties of Roy's down smash have been reversed, with the back hit being stronger.

Aerial attacks

  • Buff All aerials have decreased aerial cooldown (interruptibility frame 50 → 46 (neutral), interruptibility frame 49 → 42 (up), interruptibility frame 64 → 52 (down), interruptibility frame 35 → 30 (forward), interruptibility frame 43 → 36 (back)).
  • Buff Neutral, forward and back aerials deal more damage (4%, 8%/5% → 4%/6%, 8.5%/5% (neutral), 8%/5% → 11%/7% (forward), 9%/6% → 12%/9% (back)). They are also stronger to the point of being able to KO reliably.
  • Buff Neutral aerial now sends opponents at a higher trajectory (Sakurai angle → 50°) allowing for more combo potential. It's first and second hits come out earlier (frame 7-8 → frame 6-7 (hit 1), frame 17-20 → frame 15-21 (hit 2)).
  • Change Forward aerial's animation has slightly changed. Roy's legs are now positioned differently while he swings his sword while leaning forward with his right side more exposed.
  • Nerf Forward and down aerials have increased start-up (frame 5-7 → frame 10-12 (forward), frame 7-10 → 16-17 (down)).
  • Buff Up aerial's hitbox lasts 2 frames longer (frame 5-10 → 5-12) and it also deals more knockback, making it a better juggling option.
  • Buff Roy has a new down aerial, a two-handed slash below himself similar to Ike's. Compared to his previous down aerial, it is much more useful overall due to its aforementioned decreased aerial cooldown, all of its hitboxes having stronger damage outputs (6%/9% → 10/15%) and its sourspot now being able to KO grounded opponents around 160%. It also has extended reach underneath Roy and has a much more favorable placement for the meteor smash hitbox that makes it significantly easier to land. With proper timing, its meteor smash can also be used from a forward aerial to perform a Ken Combo.
  • Nerf Down aerial has decreased diagonal reach. Its hitbox lasts 2 frames shorter.

Throws/Other Attacks

  • Nerf Roy can no longer chain grab.
  • Nerf All of Roy's grabs have significantly less range.
  • Buff Roy's dash grab comes out 2 frames earlier (frame 10 → 8).
  • Buff Down throw now sends opponents directly above Roy, making it much better for follow-ups.
  • Buff Up throw deals 1% more damage (5% → 6%).
  • Nerf Pummel and down throw deal 1% less damage (3% → 2% (pummel), 6% → 5% (down throw)).
  • Buff Front and back floor attacks deal 1% more damage (6% → 7%).

Special moves

  • Buff Flare Blade has much less ending lag, with Roy now being able to act out of it almost immediately. It can also be charged up to a maximum of 48% without causing recoil damage (41% → 48%).
  • Nerf Flare Blade has slightly increased start-up, a smaller hitbox, and takes slightly more time to fully charge.
  • Change Flare Blade has a different sound effect when charging; when fully charged, the sound vanishes before the move's explosion. All stages of the attack now unleash a minor explosion, with most of the higher stages unleashing the original large explosions from Melee. Its fiery effects are also more intense.
  • Buff Double-Edge Dance requires less technical precision. Aside from the first and fourth downward hits, every other hit has decreased start-up.
  • Nerf Each hit of Double-Edge Dance possesses less vertical reach and deals less damage and knockback. The first hit of Double-Edge Dance has 1 more frame of start-up and can no longer propels Roy upward, no longer aiding recovery. Double-Edge Dance's third upwards input no longer a meteor smashes.
  • Change The variants of Double-Edge Dance's third hit can no longer KO, but can easily combo into the fourth hit.
  • Change Double-Edge Dance now uses Marth's animations from Brawl.
  • Buff Double-Edge Dance's third downwards input is no longer has multiple hits and sends foes at a lower trajectory making it easier to combo into the fourth hit.
  • Buff Blazer's last hit is much stronger, now being able to KO at high percents as well as having lasting hitboxes near its peak. It also has intangible frames on start-up if used from the ground. It now grants much more horizontal momentum near its peak, and can be tilted left or right before start-up to cover a notable amount of horizontal range.
  • Nerf Blazer deals 4% less damage (20% → 16%) and travels less vertical distance.
  • Change Blazer's first hit has much lower set knockback. This allows every hit to connect even better than in Melee at the loss of its ability to one-hit KO the lightest characters.
  • Change Roy now performs Blazer while wielding the Sword of Seals in a reverse grip. Roy also has a new helpless animation upon using it.
  • Buff Counter has seven more counter frames. It also has increased knockback and can now KO off of countered smash attacks starting under 40%. The move's horizontal range is also longer.
  • Nerf Counter's damage multiplier has been decreased (1.5x → 1.35x).
  • Change Counter's animation has slightly changed. Roy now holds his hand out for the entirety of the move, along with pointing his sword downward instead of upward. His counterattack animation is now a low-angled, one-handed outward slash.
  • Change Roy has a Final Smash, Critical Hit. Unlike Marth's and Lucina's, Roy's is stationary rather than propelling him at high speed in a straightforward line.

Update history

It is unclear whether Roy has been buffed or nerfed since update 1.1.0. Blazer was given additional hitboxes, making the move easier to land, but the damage reduction on the first and last hits slightly weakens its KO power. In addition, the changes to shield mechanics in 1.1.0 and 1.1.1 have made his sweetspotted attacks much safer at the cost of his sourspotted attacks being less safe, to the point where his semi-clone, Lucina, has overall safer attacks than him. However, even though he benefits less than Lucina, he benefits more than Marth due to his sweetspot hitboxes being easier to land. Ultimately, Roy's changes are not significant enough to affect his prowess compared to the rest of the cast.

Super Smash Bros. 4 1.1.0

  • Buff Blazer has additional hitboxes.
  • Nerf Blazer's first and last hits deal 1% less damage.

Moveset

  Name Damage Description
Neutral attack   7.5% (sweetspot), ≈4.65% (sourspot) Slashes his sword upwards in a reverse grip, ending at shoulder height. Easily combos into itself, grab, and forward tilt at low percentages, and his forward and up aerials at higher percentages. A great spacing and combo tool and one of Roy's most useful attacks.
Forward tilt   12.5% (sweetspot), 9% (near), 8% (far) Swings his sword downwards in a reverse grip while stepping forwards, stopping the end motion with his left-hand. Hits very hard for a tilt when sweetspotted, usually KOing around 120% from mid-stage.
Up tilt   12% (sweetspot), 7% (sourspot) Does a wide-arced slash above his head to the left in a reverse grip. Very strong along with his forward tilt, usually KOing at around 110% sweetspotted. However, it has rather low horizontal range and some ending lag.
Down tilt   11% (sweetspot), 6.5% (sourspot) Crouches and briskly thrusts his sword at the enemy's feet. Much weaker than Roy's other tilts, but it has the least ending lag and is good for tech chasing and edge-guarding.
Dash attack   13% (sweetspot), 9% (sourspot) Leaps forward briefly before dealing a low-angle horizontal slash to the left. Has good KO potential when sweetspotted at around 130%, however it has moderate start-up and high ending lag, making it very unsafe on shield.
Forward smash   20% (close), 17% (mid), 12% (far) Leans forward and does a two-handed crescent slash downwards after spinning around. Hits on frame 14-15, which is rather fast for a forward smash of its power. It is one of the strongest forward smashes in the game if sweetspotted at the hilt of his sword, and has a very long disjoint as Roy leans forward while performing it. However, it has high ending lag and its hitbox does not last long, leaving him very vulnerable to attacks if the swing misses.
Up smash Flame Sword 1% (hit 1), 2% (hits 2-4), 10% (hit 5) Thrusts his sword skyward as its tip ignites in flames, with an explosion on the final hit. Powerful enough to KO middleweights around 100% while uncharged. Good for guarding opponents in the air, as Roy's arm gains invincibility during the attack and if it hits someone that is not on the ground (with all hits), it does additional damage and knockback.
Down smash   15% (front, sweetspot), 17% (back, sweetspot) 10% (front, sourspot), 11% (back, sourspot) Briskly sweeps his sword in front and then behind him. Weaker than his other smash attacks, but it comes out the quickest, and is useful for punishing rolls. Can KO uncharged in the 120% range if sweetspotted with the front hit and around 100% sweetspotted with the back hit.
Neutral aerial   6%/4% (first hit, sweetspot/sourspot), 8%/5% (second hit, sweetspot/sourspot) Quickly swipes to the left with the back of the blade, then swipes again while spinning. The second hit is capable of attacking behind him. A useful spacing option due to its quick start-up and low landing lag.
Forward aerial   11%/7% (sweetspot/sourspot) Swings his sword one-handedly in a downwards slash. If sweetspotted, this move deals decent knockback which can KO opponents early near the edge. Good for air-to-air combat because of its low ending lag, but unsafe to spam in neutral as it has high landing lag. However, it is possible to jump out of one in a short hop.
Back aerial   12%/9% (sweetspot/sourspot) Spins towards the left, using the motion to slash upwards with a one-handed underhand swing. Good KO potential when sweetspotted, and can get early KOs when used off-stage. Covers good vertical and horizontal range. It has the interesting property of turning Roy around when used.
Up aerial   9%/6% (sweetspot/sourspot) Does a backflip and swings with a wide arc above him before righting himself again, in a similar manner to Marth's up aerial. The weakest of Roy's aerials in terms of dealing damage, and is mainly used for juggling and/or combos.
Down aerial   15%/10% (sweetspot/sourspot) Spreads his legs in the air before slicing downwards with a two-handed slash, similarly to Ike's down aerial. Meteor smashes powerfully when hit with the sword's hilt, while it launches opponents upward if not hit with the hilt. Considerable ending and landing lag. KOs on stage sweetspotted around 130%.
Grab   Bends forward and reaches out with his left hand.
Pummel   2% Knee strikes the opponent. A fairly fast pummel.
Forward throw   5% Throws the opponent forward with a spin. Has low ending lag, allowing it to combo into a neutral attack or forward tilt at low percents and a dash attack at medium percents. Also combos very well with his neutral aerial, which when hit can lead into even more combos.
Back throw   5% Flings the opponent over his shoulder and behind him. If the opponent does not expect it, this can lead into down aerial at low percents or a back aerial for a KO at high percents near the ledge, though the latter requires good timing.
Up throw   6% Tosses the opponent upwards with his right hand. His strongest throw, it can KO at very high percents, starting at 180%.
Down throw   5% Slams the opponent onto the floor in front of him with his left hand. Good combo potential, as it sends the opponent above Roy. This is made better by the fact that it has low base knockback and low knockback scaling. However, its hitstun is lackluster.
Floor attack (front)   7% Slashes to the left, then the right as he gets up.
Floor attack (back)   7% Gets into a kneeling position and then does a spinning cut as he gets up.
Floor attack (trip)   5% Hops briskly to his feet then does a stab to the left and a slash to the right.
Edge attack   8% Does a handstand and flips himself onto the stage, then slashes horizontally to the right.
Neutral special Default Flare Blade 6%-45%, (50% fully charged sweetspot), (36% fully charged sourspot) A move similar to Ike's Eruption, Roy charges the Sword of Seals with flames for a maximum of five seconds before slamming its blade onto the ground to unleash an explosion. The explosion's size grows as it charges. With high base knockback at almost all charge levels and very high knockback scaling, a barely charged Flare Blade is one of Roy's most viable KOing options. Fully charged, it is capable of one-hit KOing every single character in the game, except Bowser, from the center of Final Destination. A fully charged explosion deals 10% recoil damage to Roy. Despite its power, the move has surprisingly little endlag, with Roy being able to act out of it almost immediately. Probably the best option to use on an opponent with a broken shield in the entire game because of its OHKO potential when fully charged, especially considering Roy's good shield pressuring capability.
Custom 1 N/A
Custom 2 N/A
Side special Default Double-Edge Dance 3%-5% (first hit), 2%-3% (second forward hit), 2%-3% (second upward hit), 1%-3% (second downward hit), 2%-3% (third forward hit), 3% (third upward hit), 4% (third downward hit), 6% (final forward hit), 5% (final upward hit), 2% (final downward hits 1-4), 6% (final downward hit 5) A combination of sword slashes in a fashion identical to Marth and Lucina's Dancing Blade. The type of slashes he performs can be influenced by directional inputs, the attacks being little to no difference in animation from Marth and Lucina's, though the knockback is slightly stronger on Roy's end.
Custom 1 N/A
Custom 2 N/A
Up special Default Blazer 5%/4% (hit 1, sweetspotted/sourspotted), 1% (hits 2-4), 8%/7% (hit 5, sweetspotted/sourspotted) Performs a slow rising slash infused with fire that deals multiple hits, which can also be angled diagonally. Grants super armor at the beginning of the move. If all of its hits connect, it KOs at around 110% on the ground. A viable out of shield or KOing option because of the super armor frames at the beginning of the move.
Custom 1 N/A
Custom 2 N/A
Down special Default Counter 1.35x damage multiplier (min 8%) A counter similar to other counterattacks, with Roy performing a parry and then retaliating against any attacks that hit him during its counter frames with a fiery slash. Damage and knockback dealt depends on the move that is countered, with a damage multiplier of 1.35x. Roy may additionally say "いまだ!" ("Not yet!") or "そこ!" ("There!") if successful.
Custom 1 N/A
Custom 2 N/A
Final Smash Critical Hit 1% (1-10 hits), 35% (ending hit) Roy swings the Sword of Seals in a fully circular arc before slamming it downwards, generating a powerful explosive slash that engulfs the attacked area in flames. Unlike Marth and Lucina's Critical Hit, Roy's is not a one-hit KO. The circular trail can connect up to four times from the front; if the move is performed with an enemy behind Roy, it can hit up to ten times, which traps the opponent until the final slash is dealt.

Taunts

  • Up Taunt: Triumphantly holds the Sword of Seals above his head pointing towards the side, unlike Marth, who points it skywards.
  • Side Taunt: Winds back before posing, holding the Sword of Seals backhanded toward the screen while saying "僕 は 負けない!", which translates to "I won't lose!" This line was one of his victory quotes in Melee.
  • Down Taunt: Kneels and the Sword of Seals behind him while yelling "Hee-ya!". This taunt returns from Melee and the yell is one of his attacking lines when using moves.

On-Screen Appearance

Appears from a spell circle, similar to others from his franchise, albeit crouching. The Sword of Seals is stuck in the ground when he appears, and Roy pulls it out before assuming his idle stance.

Idle Poses

  • Pumps his fist.
  • Swipes his hand lightly against the Sword of Seals while holding it in front of himself.

Cheer

Roy's our Boy!

Victory Fanfare

This victory theme is a small orchestral cover from the title theme of the first Fire Emblem game, which has since become the main theme of the series. It is shared with Marth, Ike, Robin, and Lucina.

Victory Poses

  • Swipes his sword once over his shoulder, then swipes it down and behind him while facing left, saying "真の戦いは、これからだ。", which translates to "The true battle, is soon to begin."
  • Spins the Sword of Seals one and a half times and then sheaths it, saying "苦しい戦いだった。", which translates to "It was a painful fight." Replaces his old victory animation from Melee where his sticks the Sword of Seals in the ground.
  • Flourishes his sword and poses with it by his side, saying "守るべきもののために、負けられない!", which translates to "For those whom I must protect, I will not lose!".

In Competitive Play

Notable players

Alternate costumes

Roy Palette (SSB4).png
RoyHeadSSB4-U.png RoyHeadRedSSB4-U.png RoyHeadGreenSSB4-U.png RoyHeadVioletSSB4-U.png RoyHeadCyanSSB4-U.png RoyHeadPurpleSSB4-U.png RoyHeadPinkSSB4-U.png RoyHeadYellowSSB4-U.png

Reveal Trailer

<youtube>w8XIj05irtU</youtube>

Trophy

Roy
Ntsc Roy, the main character of Fire Emblem: The Binding Blade, returns for the first time since Melee! In The Binding Blade, Roy led the troops of Pherae into battle in his ailing father’s stead, and now he brings his speed and talent for short-range combat into this game. His sword, the Sword of Seals, is uniquely powerful at the base of the blade.
Pal Roy, the main character of Fire Emblem: The Binding Blade, returns for the first time since Melee! In The Binding Blade, Roy led the troops of Pherae into battle in his ailing father’s stead, and now he brings his speed and talent for short-range combat into this game. His sword, the Sword of Seals, is uniquely powerful at the base of the blade.
GB Advance: Fire Emblem: The Binding Blade
Roy (Alt)
Ntsc His sword, the Sword of Seals, is uniquely powerful at the base of the blade. Flare Blade creates an explosion in front of Roy that can be charged by holding down the button. Take care, though, because at the highest levels of charge, Roy himself will catch fire and take damage! His side special, Double-Edge Dance, changes for each strike after the first depending on whether you hold up or down while attacking.
Pal Flare Blade creates an explosion in front of Roy that can be charged by holding down the button. Take care, though, because at the highest levels of charge, Roy himself will catch fire and take damage! His side special, Double-Edge Dance, changes for each strike after the first depending on whether you hold up or down while attacking.
GB Advance: Fire Emblem: The Binding Blade
Critical Hit
Ntsc For Roy’s Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him, and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own but doesn’t have much range, so make sure you’re close enough to hit your enemies with the full combo and really seal their fate!
Pal For Roy’s Final Smash, he traps enemies in a circular swing of the blade, brings it up behind him, and then, in a blast of fire, brings the blade down for a powerful finisher! The downward attack is powerful on its own but doesn’t have much range, so make sure you’re close enough to hit your enemies with the full combo and really seal their fate!

Gallery

Trivia

  • As with Mewtwo, Roy's pose in his official artwork is nearly identical to his Melee official artwork.
  • Roy's introduction tagline references his sword, the Sword of Seals, also known as the "Binding Blade."
  • The segment of Roy's trailer where he attacks Roy Koopa references how they share the same name. The official website and game both reference this fact, with a screenshot on his profile page and his All-Star clear picture on the 3DS, respectively.
  • Roy's up smash shares the same name as Mega Man's forward aerial, Flame Sword.
  • In Super Smash Bros. for Nintendo 3DS, Roy and Mr. Game & Watch do not taunt after choosing a path in Classic Mode. Roy instead does a fist pump, one of his idle poses. However, in the later updates, he does his down taunt.
  • All of Roy's sourspotted attacks make a punch/kick sound effect instead of a slashing sound effect. This is carried over from Melee.
    • Roy, Young Link and Toon Link are the only swordfighters in Super Smash Bros. whose swords consistently produce punch/kick sound effects instead of a slashing sound effect for the majority of their attacks, albeit Roy's coming from his sourspotted attacks.
  • Roy is one of the four characters to use different voice clips when using any of his smash attacks. The other three are Wii Fit Trainer, Rosalina, and Ryu.
    • Additionally, Roy and Ryu are the only two characters to use different sound clips when using battering items.
  • Roy's sheath only appears in gameplay while using his Final Smash, Critical Hit, appearing on his back and disappearing abruptly once the Final Smash ends with Roy sheathing his sword while posing before quickly unsheathing it again.
  • Like Dr. Mario, Roy has a unique stance from the character he is a clone of but has the same stance as them when holding an item, in Roy's case he goes to Marth's stance when holding a light item.
  • The segment in Roy's reveal trailer when Roy performs his down taunt before a Superspicy Curry references "The Ultimate Curry", one of the winning photos of the Melee "Camera Mode Contest." [1]
  • Roy, Mewtwo, and Jigglypuff have only one voice clip for being KO'd. For Roy and Mewtwo, this is a likely callback to their debut in Melee, where most characters only had one KO voice clip until Brawl.
    • As another likely callback to Melee, when Roy is stunned, his corresponding voice clip loops constantly instead of playing only once.
  • Roy is the only veteran from the Fire Emblem series to receive new voice clips.
  • Roy is the only DLC veteran so far to not have had an already existing trophy of himself before his reveal.

References