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Roy (SSBM)/Neutral special

Hitbox visualization showing Flare Blade.
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OverviewEdit

HitboxesEdit

  • L: number of charging loops completed, from 0 to 7*
ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Not fully charged
0 0 6+(8*L) +1   40 110 0 3.906 78 5.4684 0.0 0.0             Burn
1 0 6+(8*L) +1   40 110 0 4.2966 78 2.7342 0.0 0.0             Burn
2 0 6+(8*L) +1   40 110 0 2.7342 73 0.0 0.0 0.0             Burn
3 0 6+(8*L) +1   40 110 0 3.04668 27 0.0 0.0 0.0             Burn
Fully charged
0 0 50 +30   50 83 0 4.6872 76 0.0 3.906 5.859             Burn
1 0 50 +30   50 83 0 4.6872 71 0.0 3.906 13.671             Burn
2 0 50 +30   50 83 0 4.6872 25 0.0 3.906 21.483             Burn

* Releasing the charge between the final frame of a loop and the starting frame of the next counts as completing that loop. As a result, there is only a one-frame window to release a charge made of seven loops, due to the attack automatically reaching and using full charge afterwards. The "just under fully charged" attack has higher knockback scaling compared to the fully charged attack, which becomes relevant in the Home-Run Contest.

Resulting charge levelsEdit

Charge level Charge time (frames) Damage Damage to shields (blade/tip)
1 (uncharged) 0-29 6% 5.2%
2 30-59 11% 8.7%
3 60-89 16% 12.2%
4 90-119 21% 15.7%
5 120-149 26% 19.2%
6 150-179 31% 22.7%
7 180-209 36% 26.2%
8 210 41% 29.7%
9 (fully charged) 211 50% 65%

TimingEdit

UnchargedEdit

Hitbox 16-21
Animation length 44
                                                                                       

ChargedEdit

Charge loop 12-41
Hitbox [release+5]-[release+10]
Animation length [release+33]
                                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point