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Roy (SSB4)

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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 voice clips. Like in Melee, Roy speaks Japanese regardless of the game's region, as with Marth.

Attributes

Roy's moveset is mostly based off Marth and his other clone, Lucina. However, instead of having a single different mechanic (eg. Lucina's non-tipper sword), Roy has a number of different attributes as well: he has a significantly higher falling speed (tied for 5th fastest), faster air (tied with Wario for 3rd fastest) and dashing speeds (9th fastest), more weight, and most significantly, a reversed tipper mechanic which makes his sword deal more damage when up close and less from afar. He also has different animations on many of his moves, improving his attack's consistency with connecting compared to Melee. This makes him more of a semi-clone than Lucina and Marth, who both have almost identical playstyles.

Roy's attributes give him a different playstyle than Marth/Lucina, as well as bringing him an array of advantages. His higher weight allows him to survive blows that would KO Marth/Lucina, giving him better survivability, especially vertically because of his higher falling speed. He also possesses two throws that have guaranteed followups: down throw can lead to many attacks until mid percents, and can be used with his forward air or neutral airs to create a long string of aerial attacks. He also has his forward throw which is useful for racking damage at low to mid percents as its low base knockback allows it to combo into any ground attack or a dash attack at 0%, or into a neutral air 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/Lucina. 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 air. 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 OHKO 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. 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 and does not last long but it can also OHKO if it counters a strong enough attack. 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 KO options of any swordfighter in the game, especially when considering his decently quick 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 edgeguarder thanks to his disjointed hitbox: his forward and back air have large arcs like Marth and Lucina's that can reliably stage spike opponents, while his down air 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 also sends at a semi spike angle, making it good for edge guarding as well. Finally, Flare Blade is an extremely powerful edgeguard tool when used correctly, as Roy can charge it up for five seconds near a ledge to catch careless opponents with the attack, which has enough knockback to potentially KO at 0% if almost completely charged. Its low ending lag also makes it safe to use off stage to get early kills.

Roy isn't without flaws, however. Like many other melee fighters, Roy cannot properly deal with projectiles, as he has no reflector and no projectile of his own. The lack of a projectile also makes his approach average at best, although it is still better than Marth/Lucina because of 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. This 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 moveset is also mostly based on Marth's, meaning that he has to deal with attacks that have wide arcs yet short-lasting hitboxes which can make it punishable if he misses attacks. Additionally, Roy's range was reduced, with most of his attacks having shorter range than Marth's, which is only made worse by his reverse tipper effect. This gives him less reach compared to the rest of the cast. Roy's biggest flaw however, is his recovery. While it is not that predictable due to Blazer being able to angle horizontally, it does not gain much vertical height, which is exacerbated by his fast falling speed. This makes Roy very 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. He also has rather poor tournament representation, due to being fairly new. Regardless, Roy's pros outweigh his cons, and he is considered by some professionals to be one of the best sword wielders in the game, with ZeRo labeling him as the best out of them.

Changes from Melee

Roy has been heavily buffed in his transition to SSB4 from Melee, where he was considered a low-tier character. The hitbox placements on many of Roy's attacks, such as his down air, have been improved, while both his power and speed have overall been increased. 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 increased weight, Roy is an effective user of the rage mechanic, which 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.

Roy additionally received some minor and drastic changes that further distinguish his moveset and animations from Marth's, which effectively converted Roy to semi-clone status.

Aesthetics

  • Change Roy's design is a combination of his appearance as a Master Lord in Fire Emblem: The Binding Blade and his downloadable content artwork as an Einherjar in Fire Emblem: Awakening.
  • Change Roy has completely unique idle stances, as opposed to having variants of Marth's.
  • Change Roy has an on-screen appearance.
  • Change Roy has new walking and jumping animations.
  • Change In a similar vein to those of Marth and Lucina, Roy's sword trails now indicate 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 look "heavier", as he now swings the Sowrd of Seals backhandedly 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

  • Change Many of Roy's attacks, such Blazer and his forward tilt, now are performed while holding his sword with a reverse grip. As a result, they have different swings and hitbox placements compared to Marth's.
  • Buff Roy is significantly heavier (85 → 95), making him a middleweight instead of a lightweight. This also makes him heavier than Marth.
  • Buff Roy dashes much faster (1.61 → 1.91), surpassing Marth as the ninth fastest dashing speed.
  • Nerf Roy walks slower (1.2 → 1.15).
  • Buff Roy's air speed has been drastically increased (0.9 → 1.21), now being tied with Wario as the third fastest in the game.
  • Change Roy falls much 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.
  • Nerf The majority of Roy's attacks have less reach because of reduced hitbox sizes and altered placements.

Ground attacks

  • Buff Neutral attack deals more damage (4%/5%/6% → 4%/7%/7%), has 3 frames less ending lag and sends opponents at 60°, which gives it more combo potential.
  • Nerf Neutral attack has 1 more frame of start-up and has noticeably less range. Its hitbox duration is 1 frame shorter.
  • Change Neutral attack is now a reverse gripped upward lifting slice and only requires a single button input.
  • Buff Forward tilt has more knockback (60 base/70 growth → 30 base/100 growth). Its start-up has 1 less frame while its endlag has 8 less frames.
  • Nerf Forward tilt's hitbox duration is shortened by 2 frames.
  • Change Forward tilt has Roy lean forward to perform a reverse gripped inward reaping slash.
  • Buff Up tilt's has 1 less frame of start-up and endlag. It also deals more damage (6%/8%/9%/10% → 7%/12%), making it much stronger despite its lower knockback growth (116 → 103).
  • Nerf Up tilt's late hitbox duration was shortened by 2 frames.
  • Change Up tilt now has Roy swinging 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 Down tilt has 1 less frame of start-up. It also now sends opponents at 30°, making it much better for edge-guarding. It also allows Roy to set up a tech-chase.
  • Nerf Down tilt has 2 more frames of endlag and it no longer sends opponents at a vertical trajectory, almost completely removing all of its combo potential. Its hitbox duration is shortened by 1 frame and its sweetspot deals less 1% damage (12% → 11%).
  • Buff Dash attack deals 1% more damage (12% → 13%) and has much stronger knockback (70 base/55 growth → 65 base/82 growth).
  • Nerf Dash attack starts up 1 frame slower and has 10 more frames of endlag.
  • Change Dash attack animation involves Roy slashing inward into a braking stop with an inward sweep slash.
  • Buff Forward smash has more knockback growth (65 → 70).
  • Nerf Forward smash's start-up is 2 frames slower, has 1 more frame of endlag, less vertical reach, and the hitbox duration lasts 1 frame shorter.
  • Nerf Forward smash now has a "mediumspot" in the center of the blade that deals damage and knockback in between the sourspot and sweetspot, making the sweetspot smaller.
  • Change Forward smash's animation changed to Roy bringing his sword behind himself, then slashing forward in a reaping two-handed slash from a turn. This animation is somewhat shared with the Mii Swordfighter.
  • Buff Up smash's hits connect better and it deals 1% more damage (18% → 19%) due to changes to stale-move negation. It also has 3 less frames of start-up.
  • Nerf Up smash has 13 more frames of endlag, the hitbox now last 2 frames shorter, and its last hit has less base knockback (73 → 70).
  • Change Up smash's first hit now has no knockback, removing the attack's ability to spike, but allows the move to connect together and deal damage more reliably. The last hit also now produces an explosion.
  • Buff Down smash has 9 less frames of endlag and the front hit sends foes at a more horizontal trajectory. The back hit additionally deals 2% more damage (16%/8% → 18%/10%).
  • Nerf Fully charged down smash deals 7% less damage (28% → 21%). Both hits of down smash last 1 frame shorter.
  • Change The knockback properties of Roy's down smash have been reversed, with the back hit being stronger.

Aerial attacks

  • Buff Neutral aerial's first and second hits come out earlier (frame 7 → 8 → frame 6 → 7 (hit 1), frame 17 → 20 → frame 15 → 21 (hit 2)). The endlag is also 4 frames shorter.
  • Buff Neutral aerial deals more damage (4%, 8%/5% → 4%/6%, 8.5%/5%).
  • Buff Forward aerial has 5 less frames of endlag.
  • Buff Forward aerial deals more damage (8%/5% → 11%/7%).
  • Nerf Forward aerial's hit comes out later (frame 5 → 7 → frame 10 → 12.
  • Change Forward aerial's animation has Roy's legs positioned differently, and swings his blade while leaning forward with his right side more.
  • Buff Back aerial has 7 less frames of endlag.
  • Buff Back aerial deals 3% more damage (9%/6% → 12%/9%).
  • Buff Up aerial has 7 less frames of endlag, its hitbox lasts 2 frames longer and it also has more knockback, making it a better juggling option.
  • Buff Neutral, forward and back aerials all are significantly stronger, now being able to KO reliably.
  • 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 better overall due to being much stronger across all of its hitboxes (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. The move also has 12 frames less ending lag, and with proper timing, it can also be used out of a forward aerial to perform a Ken Combo.
  • Nerf Down aerial has less diagonal reach, the hitbox lasts 2 frames shorter, and has 9 more frames of start-up lag.

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 endlag, with Roy now being able to act out of it almost immediately. Its can also be charged up to a maximum of 48% without causing recoil damage (41% → 48%).
  • Nerf Flare Blade has slightly more 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. It also has more intense fire effects.
  • Buff Double-Edge Dance requires less technical precision. Aside from the first and fourth downward hits, every other hit has less start-up.
  • Nerf Double-Edge Dance's individual hits deals less damage and knockback.
  • Change The variants of Double-Edge Dance's third hit can no longer KO, but it can easily combo into the fourth hit.
  • Change Double-Edge Dance now uses Marth's animations from Brawl.
  • Buff Blazer's final hit is much stronger, now being able to KO at high percents as well as having lasting hitboxes near the peak of the move. It also now has intangible frames on start-up if used from the ground. Blazer now carries 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%).
  • Nerf Blazer covers slightly less 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 Blazer now has Roy perform the move with a reverse grip. Roy also has a new helpless animation upon using it.
  • Buff Counter has seven more counter frames. It also has much more knockback and can now KO off 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 has a slightly tweaked animation: Roy holds his hand out for the entirety of the move, along with pointing the Sword of Seals downward instead of upward. His counterattack animation is now a low-angled, one-handed outward.
  • Change Roy has a Final Smash, Critical Hit. Unlike Marth's and Lucina's, Roy's is stationary rather than following a straightforward line at high speed.

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 KOing power and overall damage output. 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

  • Change Blazer's first and last hit deals less damage, but it has gained new hitboxes, making the damage output the same.

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 airs at higher percentages. Overall a great spacing and combo tool; 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 reverse-grip. Very strong along with his forward tilt, usually KOing at around 110% sweetspotted. However, it has rather low horizontal range and some end lag.
Down tilt   11% (sweetspot), 6.5% (sourspot) Crouches and jabs his sword briskly at the enemy's feet. Much weaker than Roy's other tilts, but it comes out the quickest, 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 KOing potential around 130% when sweetspotted.
Forward smash   20% (close), 17% (mid), 12% (far) Leans forward and deals 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 it ignites in flames, with an explosion on the final hit. Powerful enough to KO middleweights around the 100% mark 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 startup and low landing lag.
Forward aerial   11%/7% (sweetspot/sourspot) Swings his sword one-handedly in a downwards chop. If sweetspotted, this move deals decent knockback which can KO opponents early near the edge.
Back aerial   12%/9% (sweetspot/sourspot) Spins towards the left, using the motion to slash upwards with an underhand swing using one hand. Good KO potential when sweetspotted, and can get early KO's 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 dishing out 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 chop. Meteor smashes powerfully when hit with the sword's hilt, if not it sends opponents upwards. Hefty ending and landing lag. Closely resembles Ike's down aerial. KO's 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 air, 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 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, then does a spinning cut as he gets up.
Floor attack (trip)   5% Hops briskly to his feet then deals a stab to the left and a slash to the right.
Edge attack   8% Handstand-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 posing 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 fight is about to start."
  • 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 difficult 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 won't 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 official artwork is posed almost identically to his Melee official artwork.
  • Roy's introduction makes a reference to the Sword of Seals, aka the Binding Blade.
  • The segment of Roy's trailer where he attacks Roy Koopa is a reference to how they are the only characters to share the same name (in all languages). This is referenced in several official pictures on both the official Smash 4 website and ingame, where Roy Koopa appears along with Roy in one of the pictures on his profile page on the official website, and the All-Star clear picture on the 3DS.
  • Roy's up smash shares the same name as Mega Man's forward aerial, Flame Sword.
  • In the 3DS version of Smash 4, Roy (along with Mr. Game & Watch) is one of the only characters not to use a taunt during his pose in Classic Mode once he chooses a path. Instead, he uses one of his idle poses, his fist pump.
  • 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.
  • When Roy uses his Final Smash, Critical Hit, his sword sheath (as seen in his official artwork) will appear out of nowhere on his back and disappears abruptly once the Final Smash ends, where Roy sheaths his sword while posing before quickly drawing it out 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.
  • In Roy's reveal trailer, there is an brief scene where Roy performs his down taunt next to the Superspicy Curry item. This is actually a reference to one of the winners of the Melee photo contest. The picture is called "The Ultimate Curry" and can be found here.
  • Roy only has one voice clip when being KO'd along with Mewtwo. This is a likely call back to Melee, as both are returning Melee veterans, and most characters only had one KO voice clip until Brawl.
    • Likely as another Melee reference, if Roy is stunned, he will use his voice clip constantly instead of only once. He is the only character in SSB4 to do so.
  • Roy is the only returning Melee character that can't wall jump.
  • Roy is the only veteran from the Fire Emblem series to receive new voice clips.
  • Roy is the only DLC veteran to not have had an already existing trophy of himself before his reveal.

References