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Roy (SSBU)/Neutral special

Hitbox visualization showing Roy's neutral special, Flare Blade, at low charge.
Hitbox visualization showing Roy's neutral special, Flare Blade, at max charge.

OverviewEdit

Roy charges Flare Blade, swinging the sword down with an explosion occurring thereafter. It deals relatively high knockback even with low charge, though it isn't easy to land without reads. At maximum charge, which takes around 5 seconds, the move is treated as a one-hit KO that also breaks shields. Roy will take recoil damage if the move is fully charged. Flare Blade can deal slightly more damage if the move is released just before it reaches the one-hit KO threshold.

Flare Blade can be turned around during the charge, removing the need for a b-reverse. This also gives it minor utility on the ledge if spaced away from edge attacks. B-reversed Flare Blade does still have utility, however, as the momentum gives it minor use as an approach option, kill move or for general reads. It is committal, however, being -15 on shield and having a relatively long animation.

HitboxesEdit

When not fully charged, the hitboxes' true base damage is specified in the move's parameters, and is equal to 8 + 0.166667 * (charge frames / 240), for a maximum of 47.833333% right before reaching full charge. When fully charged, the hitboxes are instead changed directly with no additional damage modifier.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Not fully charged
0 0 0 5.0% 0   Standard 40 110 0   8.7 top 0.0 8.5 to 9.0 15.7 to 15.9 1.0× 1.0× 0%               Fire   All All            
Fully charged
0 0 0 50.0% 30.0   Standard 50 83 0   9.6 top 0.0 10.5 16.0 to 15.7 1.5× 1.0× 0%               Fire   All All            
1 0 0 36.0% 30.0   Standard 50 70 0   17.0 top 0.0 10.5 16.0 to 15.7 1.5× 1.0× 0%               Fire   All All            

TimingEdit

Roy can turn around while charging the move, which takes 19 frames, during which the move continues charging. He can continue turning until the move reaches full charge, albeit with a delay of at least 5 frames between consecutive turns.

Not fully chargedEdit

Charges between 11-12
Hitbox (from release) 21-24 (10-13)
Interruptible (from release) 45 (34)
Animation length (grounded; from release) 78 (67)
Animation length (aerial; from release) 82 (71)
Grounded                                                                                                                                                                     
Aerial                                                                                                                                                                     

Fully chargedEdit

The timings are shown from release. Roy receives 10% recoil damage on frame 10.

Hitboxes 10-14
Interruptible 34
Animation length (grounded) 67
Animation length (aerial) 71
Grounded                                                                                                                                               
Aerial                                                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible

Differences for Kirby's Copy AbilityEdit

  •   The aerial version has a shorter animation (from release: 71 frames → 67) that matches the grounded version, reducing the time before Kirby can fast fall or grab ledges without interrupting the move.

ParametersEdit

The move has three charge levels before reaching full charge (making four total), but the differences between them are only aesthetic, with the second and third levels having a more pronounced voice clip and particle effects, and the third level causing a Special Zoom on hit.

MoveEdit

Horizontal speed multiplier on startup 0.8
Air friction 0.02
Half-seconds of charge for second level 3 (90 frames)
Half-seconds of charge for third level 5 (150 frames)
Total half-seconds of charge 8 (240 frames)
Base damage 8%
Added damage per half-second of charge 5%
Recoil damage for fully charged attack 10%
Delay between consecutive turns 5 frames

Special ZoomEdit

Duration 40 frames
Slowdown magnitude 2
Zoom rate 4
Time before zoom 3 frames
Background duration (non-1v1) 30 frames