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Roy (SSBU)/Side special

OverviewEdit

Roy performs a series of sword swings to form a natural combo, also known as a rekka. The player can input up or downward inputs while executing the move to perform different swings. This can be used to position the opponent in a manner that can confirm a sweetspotted 4th hit, which has high KO potential. The attack is notoriously powerful due to its amazing consistency, rarely dropping without the player making a huge mistake. The attack can carry opponents closer to the blast zone, improving the already high kill power. This is a particularly popular maneuver when used in tandem with neutral attack on Town and City. The sweetspots having higher hitbox priority also greatly assists with the move's consistent kill power. The lowered SDI and Hitlag multipliers are also crucial to its success, with the latter effectively increasing the already amazing input windows for the rekka. However, it does technically make it easier to SDI, albeit made worse by the lowered multipliers.

However, the attack does have issues, namely its extremely poor safety on shield. The lowest possible shield safety is -16 from an aerial hit, while the rest ranges from -29 (2nd neutral hit) to -46 (4th downward hit). In a similar manner to how neutral attacks work, however, Roy players tend to make use of the large input window for the multiple hits. This allows the player to bait out of shield options and get the rekka anyway. Considering mental frame data as a result of reaction time, the hits can effectively be safe. The low 4th hits can also be used to poke through damaged shields, which is improved by the extra shield damage that each hit of Double-Edge Dance deals; almost every hit deals some bonus shield damage.

The first hit can be used with wavebouncing for safe movement and mindgames, as well as crossing up opponents on shield. This can bolster Roy's approach, though the safety on shield makes it a bit difficult to use properly.

Hitbox visualizationsEdit

Type First Second Third Fourth
Up      
Forward        
Down    

HitboxesEdit

First hitEdit

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
0 0 0 3.0% 0   Forward 25 30 0   5.5 top 0.0 9.0 8.0 0.7× 0.8× 0%               Roy Hit   All All            
1 0 0 2.0% 0   Forward 25 30 0   6.5 top 0.0 9.0 13.0 0.7× 0.8× 0%               Roy Hit   All All            
2 0 0 2.0% 0   Forward 25 30 0   5.5 top 0.0 9.0 16.0 0.7× 0.8× 0%               Roy Hit   All All            

Second hitsEdit

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
Up
0 0 0 3.0% 0   Forward 30 30 0   5.0 top 0.0 9.0 8.5 0.7× 0.8× 0%               Roy Hit   All All            
1 0 0 2.0% 0   Forward 30 30 0   4.5 top 0.0 6.0 to 16.0 12.5 0.7× 0.8× 0%               Roy Hit   All All            
2 0 0 2.0% 0   Forward 30 30 0   3.0 top 0.0 6.0 to 18.0 16.0 0.7× 0.8× 0%               Roy Hit   All All            
Forward
0 0 0 3.0% 1.0   Forward 30 25 0   5.5 top 0.0 9.0 8.0 0.7× 0.8× 0%               Roy Hit   All All            
1 0 0 2.0% 1.0   Forward 30 25 0   6.5 top 0.0 9.0 13.0 0.7× 0.8× 0%               Roy Hit   All All            
2 0 0 2.0% 1.0   Forward 30 25 0   5.5 top 0.0 9.0 18.0 0.7× 0.8× 0%               Roy Hit   All All            

Third hitsEdit

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
Up
0 0 0 4.0% 1.0   Forward 35 40 0   5.5 top 0.0 9.0 to 11.0 4.0 0.7× 0.8× 0%               Roy Hit   All All            
1 0 0 3.0% 1.0   Forward 40 30 0   4.5 top 0.0 6.0 to 15.0 9.0 0.7× 0.8× 0%               Roy Hit   All All            
2 0 0 3.0% 1.0   Forward 35 30 0   3.0 top 0.0 6.0 to 16.0 12.0 0.7× 0.8× 0%               Roy Hit   All All            
Forward
0 0 0 4.0% 1.0   Forward 35 25 0   5.5 top 0.0 9.0 8.0 0.7× 0.8× 0%               Roy Hit   All All            
1 0 0 3.0% 1.0   Forward 40 25 0   6.5 top 0.0 9.0 to 11.0 12.5 0.7× 0.8× 0%               Roy Hit   All All            
2 0 0 3.0% 1.0   Forward 35 25 0   5.5 top 0.0 9.0 to 11.5 16.5 0.7× 0.8× 0%               Roy Hit   All All            
Down
0 0 0 4.0% 1.0   Forward 40 30 0   4.8 top 0.0 5.6 to 7.0 14.0 to 10.0 0.7× 0.8× 0%               Roy Hit   All All            
1 0 0 3.0% 1.0   Forward 40 30 0   3.0 top 0.0 4.0 to 7.0 19.0 to 10.0 0.7× 0.8× 0%               Roy Hit   All All            

Fourth hitsEdit

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
Up
0 0 0 7.0% 1.0   Forward 80 40 0   3.5 top 0.0 6.0 to 21.0 10.0 1.4× 0.8× 0%               Fire   All All            
1 0 0 5.0% 1.0   Forward 65 40 0   3.5 top 0.0 6.0 to 21.0 14.0 1.4× 0.8× 0%               Fire   All All            
2 0 0 7.0% 1.0   Forward 80 40 0   3.5 top 0.0 21.0 to 24.0 10.0 to 3.5 1.4× 0.8× 0%               Fire   All All            
3 0 0 5.0% 1.0   Forward 65 40 0   3.5 top 0.0 22.5 to 26.5 14.0 to 4.0 1.4× 0.8× 0%               Fire   All All            
Forward
0 0 0 6.0% 5.0   Forward 80 123 0   7.0 top 0.0 9.0 7.5 1.8× 1.0× 0%               Fire   All All            
1 0 0 4.0% 5.0   Forward 70 105 0   8.0 top 0.0 9.0 11.7 1.0× 1.0× 0%               Fire   All All            
2 0 0 4.0% 5.0   Forward 70 105 0   7.0 top 0.0 9.0 15.5 1.0× 1.0× 0%               Fire   All All            
Down, hits 1-4
0 0 0 2.0% 1.0   Forward 2 20 0   5.0 top 0.0 6.0 11.0 0.5× 1.1× 0%               Roy Hit   All All            
1 0 0 2.0% 1.0   Forward 2 20 0   4.0 top 0.0 6.0 16.0 0.5× 1.1× 0%               Roy Hit   All All            
2 0 0 2.0% 0   Forward 2 20 0   4.5 top 0.0 6.0 6.0 0.5× 1.1× 0%               Roy Hit   All All            
Down, hit 5
0 0 0 5.0% 1.0   Forward 55 120 0   4.5 top 0.0 6.0 5.0 1.5× 1.0× 0%               Roy Hit   All All            
1 0 0 3.0% 1.0   Forward 40 120 0   5.0 top 0.0 7.0 11.0 1.5× 1.0× 0%               Roy Hit   All All            
2 0 0 3.0% 0   Forward 40 120 0   3.0 top 0.0 8.0 18.0 1.5× 1.0× 0%               Roy Hit   All All            

TimingEdit

First hitEdit

Hitboxes 9-11
Earliest continuable 12
Continuability window 2-32
Interruptible (grounded) 40
Interruptible (aerial) 30
Animation length 66
Grounded                                                                                                                                     
Aerial                                                                                                                                     
Continuability                                                                                                                                     

Second hitEdit

UpwardEdit

Hitboxes 4-7
Earliest continuable 8
Continuability window 2-37
Interruptible (grounded) 39
Interruptible (aerial) 41
Animation length 51
Grounded                                                                                                       
Aerial                                                                                                       
Continuability                                                                                                       

ForwardEdit

Hitboxes 5-7
Earliest continuable 8
Continuability window 2-38
Interruptible (grounded) 39
Interruptible (aerial) 41
Animation length 48
Grounded                                                                                                 
Aerial                                                                                                 
Continuability                                                                                                 

Third hitEdit

UpwardEdit

Hitboxes 5-7
Earliest continuable 8
Continuability window 2-37
Interruptible (grounded) 44
Interruptible (aerial) 47
Animation length 51
Grounded                                                                                                       
Aerial                                                                                                       
Continuability                                                                                                       

ForwardEdit

Hitboxes 4-6
Earliest continuable 7
Continuability window 2-37
Interruptible (grounded) 44
Interruptible (aerial) 47
Animation length 53
Grounded                                                                                                           
Aerial                                                                                                           
Continuability                                                                                                           

DownwardEdit

Hitboxes 5-7
Earliest continuable 8
Continuability window 2-37
Interruptible (grounded) 44
Interruptible (aerial) 47
Animation length 53
Grounded                                                                                                           
Aerial                                                                                                           
Continuability                                                                                                           

Fourth hitEdit

UpwardEdit

Hitboxes 6-10
Interruptible 45
Animation length 66
                                                                                                                                   

ForwardEdit

Hitboxes 7-9
Interruptible 59
Animation length 75
                                                                                                                                                     

DownwardEdit

Hits 1-4 7, 10, 13, 16
Hit 5 19-21
Interruptible 72
Animation length 87
                                                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Continuable
  
Earliest continuable point
 
Interruptible

ParametersEdit

Horizontal speed multiplier on startup 0.8
Added vertical speed in the air 1.2

TriviaEdit

  • Despite being a forward-angled attack, the second hit's standard variant is named "SpecialS2Lw" (or "SpecialAirS2Lw" in the case of the aerial version) within the game's files, using the suffix of the downward-angled attacks instead.