Super Smash Bros. Obliteration/Roy

Roy is the main Protagonist/Mascot of  Fire Emblem: The Binding Blade, and an Unlockable Character in Super Smash Bros. Obliteration. Roy is the son of Eliwood, the main protagonist of Fire Emblem: The Blazing Sword, who saved the continent from being burned in the ashes of dragons from the evil sorcerer Nergal during the events of Blazing Sword. In Binding Blade  Roy is age 15 when the neighboring nation of Bern lead by the power hungry King Zephiel has conquered its neighboring nations of Sacae and Illa, Roy enters the Lycian Code and decides to gather an army in order to stop the mad Zephiel who is slowly losing his sanity. With the help of Guinivere, Zephiel's long lost sister and the princess of Bern, he eventually is able to locate the seven legendary weapons of Elibe and thus draw the Binding Blade, after all of the other weapons point in the direction of the Shrine of Seals, which Roy then uses to defeat Zephiel. With a Fiery desire for battle to match his flaming hair and blazing sword, Roy is ready to use his sword to burn his way up to the top of the Mountain Of Smashers. With a moveset based around Fiery Hacking and Slashing Attacks, and a signature flaming critical, Roy is ready to unleash his fiery desire for glory against any opponent, in a true fight for the ages.
== Attacks ==
Type 	Name 	Damage 	Description
Neutral 	 	(8% = sweetspot, 4% = sourspot). 	A reversed gripped upward slice. Easily chains into itself, forward tilt and a grab at low percents, and his forward and up aerials at high percents. Starts at frame 5, making it a great tool for spacing, combos, and stopping approaches. Overall, it is one of Roy's most versatile attacks.
Forward Tilt 	 	(12% = sweetspot, 9% = near, 7% = far). 	A reverse gripped downward slash. Very strong for a tilt attack, it usually KOs around 120% from center-stage when sweetspotted, making it a viable KO option. However, it has noticeable ending lag, making it punishable. The sweetspot is safe on shield if Roy does not directly touch the opponent's shield.
Up Tilt 	 	(11% = sweetspot, 6% = sourspot). 	A reverse gripped overhead arcing slash. Very strong like his forward tilt, it usually KOs around 110% when sweetspotted. However, it has rather low horizontal range and high ending lag, which make it very punishable on shield.
Down Tilt 	 	(10% = sweetspot, 5% = sourspot). 	A kneeling thrust, identical to Marth and Lucina's down tilts. Has the lowest amount of ending lag out of his tilt attacks, and is useful for shield stabbing, edgeguarding or starting tech-chases due to being a semi-spike. However, it has much less knockback growth than his other tilts.
Forward Smash	Sword Of Seals	(20% = close, 15% = mid, 11% = far). 	Rotates his body to perform a lunging, two-handed downward slash. It is one of the strongest forward smashes in the game when sweetspotted, as it can KO as low as 40% with rage. It also has very long disjointed range due to Roy lunging while performing it, and it comes out on frame 14, which is rather fast for a smash attack of its power. However, it has high ending lag and its hitbox does not last long, which make it very punishable when whiffed.
Up Smash 	Flare Sword 	(1% = hit 1, 2% = hits 2-4, 10% = hit 5, 15% = total). 	An upward thrust, which ignites the Sword of Seals' tip and concludes with a small explosion. Powerful enough to KO middleweights around 100% while uncharged. Good for juggling opponents in the air, as it grants intangibility to Roy's arm throughout its duration. If the initial portion of the thrust connects, the attack's multiple hits are much slower than if the opponent is only caught in the explosion. If it hits someone that is not on the ground (with all hits), it does additional damage and knockback. High ending lag like his other smash attacks.
Down Smash 	 	(15% = front sweetspot, 17% = back sweetspot 10% = front sourspot, 12% = back sourspot).	A crouching outward slash in front of himself and then behind himself. Weaker than his other smash attacks, but it has the fastest start-up, and is useful for punishing rolls. Can KO uncharged around the 120% range if sweetspotted with the front hit, and around 100% sweetspotted with the back hit. While it has very quick start-up, it has the longest ending lag of all his smash attacks, which makes it very punishable when whiffed.
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(6% = hit 1 sweetspot, 4% = hit 1 sourspot, 8% = hit 2 sweetspot, 5% = hit 2 sourspot).	An inward horizontal slash followed by a spinning, outward horizontal slash. One of Roy's most useful spacing and combo options due to its quick start-up, long-lasting hitbox, and low landing lag. The second hit is capable of attacking behind him, and the sourspot can catch opponents before he lands. The first hit is risky due to its short range, but it is a surprisingly effective combo starter. Very useful for KO set-ups at high percents, as landing the first hit can lead into an up tilt, up smash, or Blazer.
Forward	 	(10% = sweetspot, 6% = sourspot). 	A downward slash. It is fairly strong when sweetspotted, as it can KO opponents reliably while on-stage and especially off-stage. Good for air-to-air combat because of its low ending lag. It is possible to jump out of one from a short hop, and it can be used twice before landing from a jump. If performed fast enough, it can combo into itself when using his double jump.
Back 	 	(12% = sweetspot, 8% = sourspot). 	Rotates his body to perform an upward slice. It is stronger than forward aerial, and can KO opponents reliably while on-stage and especially off-stage. Covers good vertical and horizontal range. Like with Marth and Lucina's back aerials, it turns Roy around when used. Unlike their back aerials, however, its sourspot can lock opponents at medium percents if they miss a tech.
Up 	 	(7% = sweetspot, 5% = sourspot). 	A backflipping, upward arcing slash. The weakest of Roy's aerials in terms of damage and knockback, but it is his fastest one, due to it coming out on frame 5 (the same as his neutral attack). Its large arc and speed also make it suitable for juggling and/or combos, as it is able to follow up with most of his grounded attacks at low percents while he is falling, and into his aerials at high percents. Its sourspot also has a long duration, which allows it to function as a KO set-up, such as into back aerial or Blazer.
Down 	 	(15% = sweetspot, 10% = sourspot). 	A two-handed, downward slash between his legs, similar to Ike's down aerial. It has a powerful meteor smash hitbox near the Sword of Seals' hilt, while the rest of its blade launches opponents upward. KOs around 130% when sweetspotted on-stage. However, it has considerable ending and landing lag, which makes it risky to use off-stage, especially due to Roy's falling speed.
== Other Attacks  ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Slashes In Both Forward/Back Directions While Getting Up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(7%) 	Slashes In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Performs An Outward Slash While Climbing Up
Dash Attack 	 	(12% = sweetspot, 8% = sourspot)	An inward horizontal slash. It has good KO potential for a dash attack, KO'ing when sweetspotted around 130%, however it has moderate start-up and high ending lag, making it very unsafe on shield. 
== Grabs/Throws ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent
Pummel 	 	(2%) 	A Knee Strike, A Fairly Fast Pummel.
Forward	 	(3% = hit 1, 2% = throw, 5% = total) 	Spins and flings the opponent forward. Has low ending lag and low knockback, which allow it to combo into a neutral attack or forward tilt at low percents, and a dash attack at medium percents. It can also potentially combo into a dashing up smash if the opponent does not react in time, and works very well as a set-up for a neutral aerial, which, when hit, can chain into even more combos. At higher percents, it is also able to set up a tech-chase.
Back 	 	(5% = hit 1, 2% = throw, 7% = total) 	Tosses the opponent behind himself. Has weak diagonal knockback that causes the throw to have a somewhat fixed trajectory even at high percents. Low hitstun like his other throws, but its angle allows Roy to read the opponent's reaction and capitalize on it. 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 edge, although the latter requires precise timing.
Up 	 	(7% = sword, 4% = throw, 11% = total)	Heaves the opponent upward with his free hand then slashes them, Like Marth and Lucina's up throws, it is Roy's only throw with KO potential, as it starts KOing around 170%.
Down 	 	(6% = slam, 3% = throw, 9% = total). 	A one-armed body slam. Aesthetically, it appears almost identical to forward throw, with its only difference being a shockwave effect to indicate the opponent hitting the ground. Mechanically, it functions much differently, as it launches the opponent directly above Roy and is a true combo into Blazer on most characters up to medium percents. Additionally, its low base knockback and low knockback growth allow it to combo into neutral attack, up tilt and forward tilt at low percents, with the neutral attack combo allowing for the possibility of chaining into another grab if the opponent does not react in time. However, its low hitstun makes it unreliable past low percents.
== Taunts ==
Up Taunt = Swings the Sword of Seals once over his shoulder, then swings it down and behind him while facing left with his free hand clenched, saying "真の戦いは、これからだ。" ("The real battle is yet to come.")
Side Taunt = Spins the Sword of Seals one and a half times and then sheaths it, saying "苦しい戦いだった。" ("That was a difficult battle.") This replaces his victory animation in Melee, where he plunged the sword into the ground.
Down Taunt = Flourishes the Sword of Seals in a circle before posing with it by his side, saying "守るべきもののために、負けられない!" ("For the sake of those I must protect, I will not lose!")
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Flare Blade 	(23% = half charged, 50% = fully charged sweetspot, 36% = fully charged sourspot). 	Rears back and ignites the Sword of Seals' blade before performing a lunging, two-handed downward slash that generates an explosion. 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 while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it is capable of one-hit KOing all but Shulk with the Shield Art active and Bowser from center-stage. To further supplement its power, it has surprisingly minimal ending lag, as Roy is able to act out of it almost immediately. However, a fully charged explosion deals 10% recoil damage. The fully charged explosion also has a sourspot at its edges that deals much less damage and knockback and is not a OHKO, though it is still powerful enough to KO at 41%. It is possibly Roy's best option to use to punish a stunned opponent because of its OHKO potential when fully charged, especially considering Roy's good shield pressuring potential.
Side Special 	Double Edge Dance	(5% = hit 1, 3% = hit 2 forward, 3% hit 2 upward, 1% = hit 2 downward, 2% = hit 3 forward, 3% = hit 3 upward, 4% = hit 3 downward, 6% = forward hit last, 5% = upward hit last, 2% = last downward hits 1-4, 6% = last downward hit 5).	A combination of sword swings, which can be influenced by directional inputs. The finishing swing is one of three options: an upward slice with good KO power at high percents but low range (tilting the control stick up), a downward slash with good KO power at high percents near the edge (no control stick input or tilting the control stick forward), or a flurry of low-angled thrusts that deal the most amount of damage but the least amount of knockback (tilting the control stick down). Its animations are identical to Dancing Blade and its first hit stalls Roy's descent, although it is largely ineffective for recovery due to his falling speed being much faster than Marth and Lucina's. However, its overall knockback is slightly stronger than Dancing Blade, and the last hit of each variation deals flame damage unlike Dancing Blade due to the Sword of Seals' blade igniting.
Up Special 	Blazer 	(5% = grounded hit 1 sweetspot, 4% = grounded hit 1 sourspot, 4% = aerial hit 1, 1.2% = grounded hits 2-4, 1% = aerial hits 2-4, 8% = hit 5 sweetspot, 7% = hit 5 sourspot, 6% = aerial hit 5). 	A jumping reverse gripped slash, which ignites the Sword of Seals' blade. Hits multiple times and can be angled diagonally, though this causes the slash to cover less vertical distance. A viable out of shield and KOing option, its grounded version is more powerful, as it KOs around 110% if all hits connect. Its grounded version also grants super armor at its beginning. However, it is a sub-par recovery option, due to it covering decent horizontal distance, but very minimal vertical distance.
Down Special 	Counter 	(1.3% = min 8). 	Parries and then counterattacks against any incoming attacks with an outward slash that ignites the Sword of Seals' blade. It has the highest damage multiplier of any counterattack in the game by default, with only Vision surpassing it while the Buster Art is active. However, its counter window is relatively short, and it is tied with Double Team for having the third highest amount of start-up lag out of every counterattack in the game. Roy may also say "いまだ!" ("Now!") or "そこ!" ("There!") if successful.
== Final Smash ==
Type 	Name 	Damage 	Description
Final Smash	Blazing Critical	(4% = hits 1-10, 40% = hit 11, 80% = total).	Swings the Sword of Seals in a circular motion, which ignites its blade, before performing a two-handed, downward slash that generates a powerful explosion, The circular swing can connect up to four times from the front, though it can hit up to ten times if performed on an opponent behind Roy.
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