Super Smash Bros. Galaxy Deluxe/Roy Moveset

Roy (ロイ, Roy) is a playable character in Super Smash Bros. Ultimate, officially confirmed on June 12th, 2018 and is an unlockable fighter akin to his appearance in Super Smash Bros. Melee. Roy is classified as Fighter #25.
This is the first time in the Super Smash Bros. series where Roy is not voiced in Japanese in all regions. In international releases, Roy is voiced in English by Ray Chase, who reprises his role from Fire Emblem Heroes. Jun Fukuyama's portrayal of Roy from Super Smash Bros. 4 was repurposed for the Japanese version. 
Roy is ranked 8th out of 82 on the tier list, placing him in the S tier. This is a massive improvement from his mid-tier placement in SSB4, where he was ranked 41st out of 54, and is his best placement in the series. He is one of the veterans with the largest improvement in the transition from SSB4 to Ultimate, along with Pac-Man. Roy has fast air and dash speeds which, combined with great frame data in his aerials and tilts, gives him a strong combo game and several mix-up options. The new mechanics in Ultimate also benefit Roy by making it easier for him to hit his sweetspot at the hilt and thus making it easier for him to take stocks at a relatively early percentage. Finally, Roy possesses a strong set of specials such as Double-Edge Dance, which has been improved from the previous game to be overall faster and stronger.
However, Roy also has several weaknesses. Roy's fast falling speed makes it easy for him to be comboed, and he has little options that allow him to escape. His recovery is also weak compared to other characters, as Blazer covers little vertical distance, making it possible for Roy to die early due to a gimp. Finally, Roy's raw strength relies on him getting the sweetspot at the hilt, which means he either has to get dangerously close to his opponent to hit it or deal minimal knockback and damage if the sourspot hits.
Overall, Roy is considered to be one of the best swordfighters in the game, and this has been reflected by his above-average representation in the metagame, which is spearheaded by players such as SALTONE, Goblin, and HIKARU.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Slash (リフトスラッシュ, Lift Slash) 	7.5%/4.8% 	A reverse-gripped upward slash. A great combo starter, due to launching at a rather high angle and having low knockback and ending lag. It can easily start combos into a grab, tilts, aerials, Double-Edge Dance or Blazer. In particular, it is notoriously effective at comboing into a reverse aerial rush back aerial for a highly potent KO confirm. It is widely considered to be one of the best neutral attacks in the game thanks to its great combo ability and relatively low risk.
Forward tilt 	Forward tilt 	Sharp Edge (オーバーバッシュ, Over Bash) 	12.5% (sweetspot), 9% (near), 8% (far) 	A reverse-gripped downward slash. Comes out on frame 8 with somewhat low ending lag. Very powerful for a tilt considering its speed, being capable of KOing at under 130% from center-stage when sweetspotted. Overall, it is the second strongest forward tilt in the game, narrowly beating Ike's and only losing slightly to Incineroar's.
Up tilt 	Up tilt 	Anti-Air Slash (アンチエアスラッシュ) 	12%/7% 	A reversed gripped overhead arcing slash. Like forward tilt, it has remarkably good speed and power when sweetspotted, capable KOing at around 120%. However, the ending lag is quite high, making whiffs punishable.
Down tilt 	Down tilt 	Low Stab (ロースラスト), Low Thrust) 	11%/6.5% 	A kneeling thrust. Can set up a tech-chase due to launching at a semi-spike angle. Very safe on shield (-3 when sweetspotted) thanks to its good damage and very low ending lag.
Dash attack 	Dash attack 	Raid Down (レイドダウン) 	13%/9% 	An inward horizontal slash across the ground. Very strong for a dash attack, KOing at around 110% near the ledge. However, it has noticeable startup and high ending lag, which makes it very unsafe on shield.
Forward smash 	Forward smash 	Power Slash (パワー スマッシュ) 	20% (close), 17% (mid), 12% (far) 	Rotates his body to perform a lunging, two-handed downward slash. Despite coming out rather quickly (frame 13), it has extremely high damage and knockback and is one of the strongest forward smashes in the game when sweetspotted, capable of KOing as low as 40% with max rage. However, it has high ending lag and a short duration. It is based on his regular attack as a Great Lord in Fire Emblem: The Binding Blade.
Up smash 	Up smash 	Flame Sword (フレイムソード) 	1% (hit 1 early), 2% (hit 1 late, hits 2-4), 10% (hit 5) 	An upward thrust, which ignites the Binding Blade's tip and concludes with a small explosion. A good anti-air attack as Roy's sword arm is granted intangibility throughout the attack, though mediocre for ground combat due to it having small horizontal hitboxes. Has enough power to KO at around 100% uncharged.
Down smash 	Down smash 	Whirlwind (ワールウインド) 	15%/10% (front hit), 17%/11% (back hit) 	A kneeling outward slash in front of himself and then behind himself. Roy's fastest smash attack when it comes to startup, but has the highest ending lag of the three. The back hit is stronger than the front hit. The front and back hits KO at around 120% and 100% near the ledge, respectively.
Neutral aerial 	Neutral aerial 	Double Slash (ダブルスラッシュ) 	6%/4% (hit 1), 8.5%/5% (hit 2), 	An inward slash followed by a spinning, outward slash. Deals decent damage and is a useful combo extender, and is Roy's main aerial approach tool due to its high amount of active frames. The first hit can start guaranteed combos, though it can be difficult to setup due to how fast it ends. Interestingly, it is set apart from identical neutral aerials (including Chrom's in that the second hit possesses weight-independent knockback, KOing all characters at the same percentages regardless of their weight.
Forward aerial 	Forward aerial 	Flag Cut (フラッグカット) 	11%/7% 	A downward slash. It comes out on frame 10 with the lowest amount of ending lag of Roy's aerials, auto-cancels from a short hop, and has KO potential at high percentages. It can also be used in quick succession due to its low ending lag, making it possible to perform a wall of pain.
Back aerial 	Back aerial 	About Face (アッパースイング, Upper Swing) 	12%/9% 	Rotates his body to perform an upward slash. Interestingly, it turns Roy around completely, similarly to Marth and Jigglypuff's back aerials. Has great KO potential at high percentages and is also a devastating edgeguarding tool.
Up aerial 	Up aerial 	Luna Slash (ルナスラッシュ) 	9%/6% 	A backflipping, upward arcing slash. Useful for juggling, and the sweetspot can even KO at very high percentages. The sourspot can lead into other aerials while falling.
Down aerial 	Down aerial 	Half Moon (メテオドロップ, Meteor Drop) 	15%/10% 	A two-handed, downward slash between his legs, similarly to Ike's down aerial. Has the capability to meteor smash when sweetspotted, though it can be very difficult to aim due to its slim hitbox. It's also risky to use offstage due to Roy's fast falling speed and poor recovery, possibly causing a self-destruct. This move has a flame effect.
Grab 	Grab 	Grab (つかみ) 	— 	Reaches out with his free hand.
Pummel 	Pummel 	Grab Kneebutt (つかみニーバット) 	1.3% 	A knee strike. A fairly fast pummel.
Forward throw 	Forward throw 	Elbowbutt (エルボーバット) 	5% 	An elbow strike with his sword arm. Has very high base knockback, making it mainly used for sending opponents offstage.
Back throw 	Back throw 	Leg Hooker (レッグフッカー) 	5% 	Tosses the opponent behind himself. Has extremely low knockback, making it unsafe at lower percents, but it can set up a tech-chase near platforms at higher percentages.
Up throw 	Up throw 	Casting (キャスティング) 	6% 	Heaves the opponent upward with his free hand. Roy's only throw with KO potential, starting around 170%. Can allow up aerial chains at low to mid percents.
Down throw 	Down throw 	Slam (グラブドロップ, Grab Drop) 	5% 	A one-armed body slam. Roy's only combo throw and is very reliable due to the amount of followups it can potentially set up into, though, it has very low hitstun. Can follow up into neutral and up aerial at low percents depending on the opponent's DI.
Floor attack (front)	Floor attack (front)	 	7% 	Gets up while slashing to the left and then to the right.
Floor attack (back) 	Floor attack (back) 	 	7% 	Gets into a kneeling position and then slices around himself as he gets up.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Hops briskly to his feet to perform a thrust to the left and a slash to the right.
Edge attack 	Edge attack 	 	8% 	Performs an outward slash while climbing up.
Neutral special 	Neutral special 	Flare Blade 	6%-35%, 36%-50% (fully charged), 10% recoil (fully charged) 	Rears back and ignites the Binding Blade before performing a lunging, two-handed downward slash that generates an explosion. Roy can turn while charging the move. Functions similarly to Eruption, as it can be charged before unleashing the explosion, with the explosion's size growing as it charges. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it will OHKO every character in the game, with the exception of Shulk in the Shield Monado Art. A fully charged Flare Blade is also capable of instantaneously breaking a full shield, similar to a fully charged Shield Breaker. It also has deceptively low ending lag that allows it to be potentially safe on shield and can be used to bait approaches.
Side special 	Side special 	Double-Edge Dance 	Varies 	A sequence of sword slashes with several variations based on directional input. There are four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green. Unlike Dancing Blade and Chrom's Double-Edge Dance, the last hit of each variation deals flame damage because of the Binding Blade igniting. The lower-held green strikes deal a fairly large amount of damage and is useful for damaging shields, the upward blue variant is useful for setting up juggle situations, while the final forward-held hit has surprisingly high KO potential when sweetspotted, being even stronger than Limit Cross Slash, and is able to KO opponents near the ledge at lower than 80%.
Up special 	Up special 	Blazer 	5.5% (grounded hit 1), 4.5% (aerial hit 1), 1.1% (grounded hits 2-4), 1% (aerial hits 2-4), 8% (grounded hit 5), 6% (aerial hit 5)	A jumping reverse gripped slash, which ignites the Binding Blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. The grounded version deals more damage and knockback, and has brief super armor before Roy leaves the ground, making it Roy's best option out of shield. Roy cannot sweetspot ledges with the move unless he has traveled half of Blazer's maximum distance.
Down special 	Down special 	Counter 	1.35× (minimum 9%) 	Parries and then counterattacks against any incoming attacks with an outward slash that ignites the Binding Blade. It has a 1.35× damage multiplier, the third-highest of any counterattack in the game by default, with Counter Throw and Gut Check tied for second (1.5×), Tetrakarn in first (1.6×), and Vision surpassing it while the Buster Monado Art is active.
Final Smash 	Final Smash 	Critical Hit 	1% (hits 1-10), 35% (hit 11) 	Swings the Binding Blade in a circular motion, which ignites its blade, before performing a two-handed, downward slash that generates a powerful explosion. Unlike Marth and Lucina's Critical Hit, Roy's is not a one-hit KO unless performed at the ledge. The circular swing can hit up to four times from the front, though it can hit up to ten times if performed on an opponent behind Roy. It is based on the Binding Blade's ranged attack in The Binding Blade.
== Appearing ==
Warps onto the stage using warp magic while crouching, with the Binding Blade stuck in the ground when he appears. He then pulls it out with a flourish before assuming his idle stance.
== Taunt ==
Up taunt: Triumphantly holds the Binding Blade overhead.
Side taunt: Winds back before striking a pose while holding the Binding Blade in a reverse grip while saying "I won't lose!" (僕 は 負けない!, "I won't lose!")
Down taunt: Kneels and twirls the Binding Blade behind himself, hollering as he does so.
== Idle ==
Pumps his fist while smiling.
Rubs the edge of the Binding Blade's blade.
== Victory Pose ==
Left: Swipes his sword once over his shoulder, then swipes it down and behind him while facing left, saying "Now, the true battle begins..." ("真の戦いは、これからだ", The true fight is after this.). Afterwards, the camera zooms in on his face, focusing on his eyes.
Up: Spins the Binding Blade one and a half times and then sheaths it in a pose similar to his artwork from previous games, saying "That was a fierce battle." ("苦しい戦いだった", It was a difficult fight.).
* If Dark Pit was present in the match, there's a chance he will say "You Will Never Do That." ("すぐに戻ってダークエンジェル", Now Get Back, Dark Angel.) instead.
Right: Flourishes his sword and poses with it by his side, saying "Failure is not an option!" ("守るべきもののために、負けられない！", For those whom I must protect, I will not lose!) before the camera dramatically zooms in on Roy's face.
== Victory Theme ==
Roy: Fire Emblem Victory Theme
== Classic Mode: A Journey of Swords ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Lucina,  Chrom, and  Ike 	Castle Siege	Beyond Distant Skies - Roy's Departure	Free-for-All
2 	Meta Knight 	Halberd 	Meta Knight's Revenge 	
3 	Link 	Skyloft 	Ballad of the Goddess (Original) 	
4 	Shulk 	Gaur Plain 	You Will Know Our Names 	
5 	Cloud 	Midgar 	Fight On! 	
6 	Marth and  Corrin (x2) 	Coliseum 	Winning Road - Roy's Hope 	Free-for-All
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Dark Pit, then Dark Pit (Flying)	Temple Ruins	Scorched Feathers (Dark Pit)
Dark Pit's Theme (Dark Pit (Flying))	
== Palutena's Guidance ==
: Pit: Look! Marth dyed his hair red!
: Palutena: Actually, that's the Young Lion, Roy.
: Pit: The Young Lion?
: Viridi: He's 15 years old.
: Pit: 15 years old?! Is that even legal?!
: Viridi: It is in Ostia, where Roy spends his days as a noble, being smart, brave, and dependable. I bet he smells like heaven!
: Pit: How am I supposed to compete with a guy like that?
: Palutena: By not getting too close, for one thing. His Binding Blade is extremely powerful at close range.
: Pit: Or maybe instead of fighting, he'd be willing to talk out our differences?
: Palutena: Don't be a baby, Pit. Just keep Roy at a distance and you'll be fine. He's only dangerous if he gets close. But once he gets close, prepare to get mauled.
== Color ==
# Original
# Red
# Green
# Purple
# Light-Blue
# Black
# White
# Yellow
== Story Mode ==
Roy Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the sans of Girl & Dog.
No.	Name	Type 	Power 	Stage 	Music
25 	Roy 	Attack	12,500	Castle Siege (Ω form)	Beyond Distant Skies - Roy's Departure
== Spirit ==
Category:Character Movesets