Roy (SSBU)

:For information on the playable Koopaling, see Bowser Jr. (SSBU).
Roy (, 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 , who reprises his role from . 's portrayal of Roy from Super Smash Bros. 4 was repurposed for the Japanese version.
Roy is ranked 15th out of 82 on the tier list, placing him in at the top of the A+ tier. This is a significant improvement from his mid-tier placement in SSB4, where he was ranked 41st out of 54 characters, and his best placement in the series. Roy's primary strength revolve his fast air and dash speeds which, combined with great frame data in his aerial and tilt attacks, gives him a strong combo game and several mix-up options. The mechanic changes in Ultimate also benefit Roy by making it easier for him to approach and land his sweetspot at the hilt, which in turn makes it easier for him to not only rack up damage quickly, but also take stocks at relatively early percentages. Roy possesses some strong KO options with quick start-up such as forward tilt, forward smash and Double-Edge Dance.
However, Roy also has several weaknesses, the most significant being his weak recovery, with a fast falling speed and Blazer giving him poor vertical distance. This leaves him susceptible to gimps and edgeguarding at early percents. Roy's fast falling speed also give him a poor disadvantage state, in which he is easier to combo and juggle than other characters. Finally, Roy's blade is afflicted by a weak sourspot at the tipper, which hinders his combo, spacing game, and overall range. Therefore, he has to get close to his opponent at every time to be able to land the sweetspot.
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 , , and .
==How to unlock==
Complete one of the following:
*Play VS. matches, with Roy being the 29th character to be unlocked.
*Clear with or any character in his unlock tree, being the 6th character unlocked after .
*Have Roy join the player's party in World of Light.
Roy must then be defeated on Castle Siege (the Ω form is used in World of Light).
==Attributes==
Roy is a middleweight swordsman, although his main attributes deviate heavily from other fellow middleweights. He boasts very fast dashing, air, and falling speeds, but has an only slightly above-average walking speed, as well as fairly low air acceleration and jumps. Roy has an attribute unique to him that other swordfighters do not have: his inverse tipper. Contrary to specifically, his Binding Blade does the most damage if attacking near the sword's hilt, although it does weak damage and knockback when otherwise tippered. While this gives Roy effectively bigger sweetspots than those who rely on a tipper to deal maximum damage, it weakens his spacing abilities despite being a swordfighter.
Roy's greatest strength is his KO potential, which is very high when compared to other middleweights, and can even be comparable to the power of some of the harder-hitting heavyweights on the roster, such as and . In conjunction with his overall fast frame data for a swordfighter, he can inflict large amounts of damage in a short amount of time. Neutral attack can catch aggressive approaches due to its speed and deceptively large hitbox, and can efficiently set up into his more powerful normal attacks. His forward tilt, up tilt, and forward smash are all very fast startup-wise, with each being among the strongest attacks of their kind; notably, forward smash can KO under 50% with rage near the edge, even if uncharged. His up smash is an effective anti-air attack due to its quick startup, along with his sword arm gaining intangibility throughout its rather long duration.
Roy's KO potential also extends to his great air game, with quick, powerful and damaging aerials; his neutral aerial is a useful combo starter, especially when using the first hit by itself on landing, which allows him to add extra damage to his combos and even open up KO setups at high percentages. His forward aerial autocancels in a short hop and is overall very quick, allowing him to even perform a wall of pain. At high percentages, it also boasts KO potential. Back aerial has the rare and deceptive quality of turning Roy around, as well as being rather quick despite its power, KOing at around 130% from center-stage. Up aerial is Roy's fastest aerial startup-wise, and is a reliable juggling move due to its large hitbox and average knockback, and can even KO by itself at high percentages. Lastly, down aerial is a strong meteor smash when sweetspotted and boasts decent KO potential when sweetspotted on-stage.
Roy is also extremely effective at shield pressure and mix-ups. Many of his aerials and his down tilt are safe on shield against shield grabs, allowing him to pressure the opponent's shield until they choose an option to escape, which Roy can then punish. Roy's neutral attack is useful thanks to its KO confirms into his forward, back and up aerials, as well as its ability to pressure shields and to catch the enemy coming out of shield. Roy's neutral aerial is also very effective as a cross-up attack on characters who lack out of shield options that hit behind them. Up aerial can also function as a combo starter and is safe on shield, and leads into different follow-ups dependent on whether the sweetspot or the sourspot connects. Roy can also simply grab opponents for shielding against him; he has simple but efficient throw combos such as down throw into neutral aerial or up aerial depending on percent. Roy even possesses some shield break set-ups if the opponent is not careful, rewarding Roy with a Flare Blade punish.
Roy's special moveset maintains his sheer speed and KO power; Flare Blade is known for being one of the strongest single-hitting attacks in the game, with the capability to one-hit KO any fighter in the game when fully charged. Combined with its ability to be reversed and its extremely high knockback, it adds up to be a very potent edge-guarding and ledge trapping tool, and has deceptively low ending lag despite its power to avoid punishment. As a result, Roy is one of few characters who can reliably close out stocks on shield breaks regardless of the opponent's damage. Double-Edge Dance is a quick and efficient damage-racking series of high-speed sword slashes, along with being a reliable finisher at higher percentages if sweetspotted; it is fast enough for each hit to connect reliably and catch spot dodges. His main recovery move, Blazer, is an excellent out of shield option, due to Roy gaining super armor on startup and having decent knockback growth when grounded. Lastly, his Counter has a short window of active frames compared to other counterattacks, but it makes up for being one of the strongest counters in the game thanks to its 1.35× damage multiplier.
Despite Roy's numerous strengths, he has noticeable weaknesses. His biggest flaw stems from his own inverse tipper attribute; by relying on close-quarters attacks to deal damage, it gives him below-average effective reach compared to other swordfighters due to the Binding Blade's tip dealing weak knockback and damage. Thus, Roy cannot rely on a spacing playstyle in spite of his status as a swordsman, since his sourspotted attacks are less reliable as combo starters. This forces him to get dangerously close to the opponent in order for his attacks to properly start combos and deal more damage. This is further worsened by many of his attacks having high ending lag, which makes Roy very punishable if his attacks are simply thrown out without caution. In all, he cannot perform optimally when spacing with the tip of his sword, but cannot afford to make mistakes when at close range without running the risk of massive punishment.
Lastly, Roy's offstage endurance is very poor. His fast falling speed makes him fairly susceptible to combos, and as none of his moves are generally reliable enough to consistently break combos, many characters with reliable combo moves can rack up large amounts of damage and easily force him off-stage. To add to this issue, Roy's only recovery move, Blazer, is fairly ineffective despite his impressive mobility: although it offers good protection, can be angled, and covers a decent amount of horizontal distance, it covers little vertical distance, does not sweetspot edges until the latter half of its duration, lacks the grounded version's super armor, and is predictable, leaving him prone to gimping, especially against characters with a reliable gimping projectile or counter. When coupled with his fast falling speed, he is highly susceptible to meteor smashes, and even a sufficiently strong semi-spike can launch him too far away to recover. Multi-hit moves that trade with Blazer's hitboxes can also semi spike Roy and gimp him. This causes him to have one of the worst recoveries in the game and arguably across the whole series. 
Overall, Roy is an unconventional swordsman who falls under the bait-and-punish and rushdown archetypes. The objective of his playstyle is to overwhelm his enemy by closing the distance between them quickly, then to deal large amounts of damage with fast attacks without leaving Roy himself open to punishment while remaining in close-range.
==Changes from Super Smash Bros. 4==
Roy was infamous for being a lower-ranked character in previous appearances, with his debut appearance in Melee being particularly egregious. Even in SSB4, he still retained a committal approach and unsafe aerials (especially compared to other fellow swordfighters), and his inverse tipper attribute hindered his spacing abilities, which collectively resulted in both his lower mid tier placement and being ranked as the lowest ranked DLC fighter. Likely because of this, Roy has been drastically buffed overall in his transition to Ultimate, and is the only DLC fighter from SSB4 to remain mostly buffed in that transition.
Roy's most significant improvements are indirect, as he benefits noticeably from the changes to the universal gameplay mechanics in Ultimate. The improved flexibility of dash canceling and the decreased landing lag on his aerials greatly improve his combo game, aerial offense, rushdown potential, and make his KO power consistent. Complementing this, the universal mobility increase benefits Roy's core strategy of closing the distance on his opponents and landing hits with the hilt of his sword, as well as helping counterbalance his vulnerability to camping. These changes almost fully alleviate the need to approach at dangerously close ranges in order to deal optimal damage and knockback, which was his main flaw that had plagued him in previous games and was not present in his other fellow swordfighters.
Some of Roy's useful buffs are also direct. Moves like his dash attack, forward tilt, forward, back and up aerials, and Double-Edge Dance, have increased power, significantly increasing his options at higher percentages and further toning down his trouble at KOing. Furthermore, KO confirms with his neutral attack and the first hit of neutral aerial or a sourspotted up aerial have become much more consistent and reliable. A small amount of his moves have also had their hitbox placements improved, which is notable in his forward smash and Double-Edge Dance, the former of which can now hit opponents in the lower platforms of . Double-Edge Dance has also been sped up greatly, making its hits link into each other much more consistently. His air game in general has directly improved, as forward aerial now auto-cancels in a short hop and has knockback and angle adjustments that make it better for both combos and KOs; neutral, back and up aerials are stronger (the lattermost of which can now KO reliably), and down aerial has larger sweetspots. These changes, compounded with his lower landing lag all-around, makes Roy's air game one of the most versatile and fearsome of any character.
However, Roy is not without a few nerfs, some of which are significant. Blazer now needs to travel half its maximum distance before it can sweetspot ledges and also deals less knockback, reducing its use as a KO option. He now boasts a less effective grab game, as his forward throw has lost its combo potential altogether, and down throw has less followups due to its increased knockback; the universal nerfs to grabs further pronounce these issues, making it riskier and less rewarding for him to grab the opponent.
Overall, Roy's core playstyle remains fundamentally the same as it was in SSB4, but the changes made to the game's engine and his substantial buffs now make him less polarizing and allows him to comfortably play aggressively up close, while retaining his raw power, range, and speed mostly intact, though with a few risks added to his playstyle such as a less effective grab game. Despite this, while Roy's nerfs are comparatively few, he still has some of his flaws from past games, such as mediocre offstage survivability, a vulnerability to combos, and an ineffective spacing game. Nevertheless, Roy is considered to be much more viable than he was in any of his previous playable appearances, and is widely seen as a solid contender in competitive play and one of the best swordfighters in the game.
==Update history==
Roy was buffed slightly via the game updates. Down aerial auto-cancels 3 frames earlier thanks to update 2.0.0. Update 3.0.0 made the multiple hits for Blazer connect more reliably, and gave dash grab more range. Roy's approach and defense also indirectly benefit from the universal nerf of projectiles. Update 3.1.0 and 7.0.0 both buffed Roy's up smash: the former improved the consistency of the multi-hits and the latter gave the move a -100% trip chance, making it so opponents no longer trip out of the move before the final hit can land.
Overall, Roy fares mildly better than he did at the launch of Ultimate. 
 
 
 
 
==Moveset==
*For simplicity if, for example, Roy's blade does 6% while the tip does 4%, and the attack has no other hitboxes, it is written as 6%/4%.
For a gallery of Roy's hitboxes, see here.
Double-Edge Dance
Hit 	Damage 	Description
First Hit (Neutral) 	3%/2% 	Does an outward slash. Deals very little knockback to combo into its other hits. Can jab lock. The tipper lifts opponents off the ground slightly, making it combo into the second hit more consistently. Has less ending lag in the air.
Second Hit (Up) 	3%/2% 	An upwards lifting slash. Has greater vertical reach than the first hit or the second neutral hit. Lifts opponents slightly off the ground, with the tipper hit pulling them in slightly.
Second Hit (Neutral)	3%/2% 	Does an inward slash. Has a shorter hitbox than the first hit, which can lead to it sometimes missing if the first hit is landed from too far away. Deals very little knockback in order to connect more consistently. Can jab lock.
Third Hit (Up) 	4%/3% 	Does an upwards slash while turning clockwise. Launches opponents slightly up and away, leading into the upward finisher. Combo's well into the last hit forward.
Third Hit (Neutral) 	4%/3% 	Takes a step forward and does a leaning outward slash.
Third Hit (Down) 	4%/3% 	Leans in and does a horizontal slash low to the ground. Good for not getting punished, as Roy steps back after he swings.
Fourth Hit (Up) 	7%/5% 	Twirls counterclockwise and does an flaming upward slash. Launches opponents up, making it useful for starting juggling strings. Has the least ending lag of the three finishers. Fairly low knockback. Has greater vertical reach than any other hit of the move.
Fourth Hit (Neutral)	6%/4% 	Turns counterclockwise, steps forward, and does powerful flaming vertical slash downward. This is the strongest finisher in regards to knockback. The hilt by itself is incredibly powerful, KOing middleweights at the ledge around 60% (or even lower with rage), but the hit is much weaker when tippered, only beginning to KO around 140%.
Fourth Hit (Down) 	2% (hit 1-4), 5/3% (hit 5)	Does a flurry of five lower stabs. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Has the highest ending lag and the lowest knockback of the three finishers, mainly should be used as a damage racking option.
===Stats===
===Announcer call===
Roy English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
===On-screen appearance===
*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.
RoyOnScreenAppearanceSSBU.gif|Roy's on-screen appearance
===Taunts===
*Up taunt: Triumphantly holds the Binding Blade overhead. Resembles his overworld sprite in The Binding Blade.
*Side taunt: Winds back before striking a pose while holding the Binding Blade in a reverse grip while saying "I won't lose!" (, "I won't lose!")
*Down taunt: Kneels and twirls the Binding Blade behind himself, hollering as he does so.
SSBURoyTaunt1.gif|Roy's up taunt.
SSBURoyTaunt2.gif|Roy's side taunt.
SSBURoyTaunt3.gif|Roy's down taunt.
===Idle poses===
*Pumps his fist while smiling.
*Rubs the edge of the Binding Blade's blade.
SSBURoyIdle1.gif|Roy's first idle pose.
SSBURoyIdle2.gif|Roy's second idle pose.
===Crowd cheer===
 	Cheer (English)	Cheer (Japanese/Chinese)	Cheer (Italian)	Cheer (Dutch) 	Cheer (French)
Cheer 	 	 	 	 	
Description	Roy's our boy! 	Roy! Roy! Roy! 	Ro - y! 	Roy! Roy! *claps 2 times* Roy! Roy!	Allez Roy!
 	Cheer (German) 	Cheer (Spanish) 	Cheer (Russian) 	Cheer (Korean)
Cheer 	 	 	 	
Description	Roy! *claps 2 times*	Roy! Roy! Roy Roy Roy!	Roy! Roy! *claps 3 times*	Ro - y! *claps 3 times*
===Victory poses===
*Left: Swipes his sword once over his shoulder, then swipes it down and behind him while facing left, saying "Now, the true battle begins..." ("", 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." ("", It was a difficult fight.). 
*Right: Flourishes his sword and poses with it by his side, saying "Failure is not an option!" ("", For those whom I must protect, I will not lose!) before the camera dramatically zooms in on Roy's face.
RoyVictoryPose1SSBU.gif
RoyVictoryPose2SSBU.gif
RoyVictoryPose3SSBU.gif
==In competitive play==
===Most historically significant players===
See also: :Category:Roy players (SSBU)
* - One of the best Roy players in the post-pandemic metagame and the best in Japan since HIKARU's retirement, peaking at 29th on the LumiRank 2024.2. He was first known for qualifying for the where he defeated . Since then, he has seen strong, albeit inconsistent, performances, achieving several highs including placing 4th at , 5th at and 7th at , , and , as well as defeating at .
* - The best Roy player in Europe, peaking at 67th on the OrionRank 2019 and having many successful performances in Europe including placing 5th at both and and as 7th at both and , in addition to defeating at . Internationally, he is best known for defeating and to place 17th at , and had also placed 17th at and 25th at . 
* - The first notable Roy player in competitive play and was the best Roy player in the early metagame, ranking 34th on the OrionRank 2019 and being the only primarily Roy player to rank on both iterations of the PGRU. During this time, he was known for placing 7th at and his positive record over , having defeated him at the aforementioned event and . His best performances, however, took place in the early months of the post-pandemic metagame, where he placed 5th at both and as well as 7th at and , where he took yet another set over Tweek at the former event. His results declined following this period.
* - Picked up Roy in the post-pandemic metagame and was known as the best Roy player in Japan in the metagame's early years, peaking at 38th on the OrionRank 2022 with Roy as his primary character. He is best known for winning with solo-Roy and defeating an on-the-rise with Roy at , alongside other strong performances where he used Roy as his main character, including placing 2nd at , 3rd at , and 9th at . He retired on September 2023 and has made a handful of tournament appearances since. 
* - One of the best Roy players in North America, though he has limited activity outside of his region. He is best known for his performances in the early years of the post-pandemic metagame, including placing 9th at , 13th at , 17th at , and 25th at , notably defeating and in the former. He was especially recognized for his performances in 2022, where he was ranked 92nd on the OrionRank 2022. 
* - The greatest Roy player of all time and the only Roy player to ever rank in the top 20, peaking at 13th on the OrionRank 2022, though he notably ranked in the top 10 on that year's half-year ranking. He is the only Roy player to win a major, having won both and , and has won several other notable events as well, including , , and , the latter being considered one of the largest online events of all time.
* - Co-mains Roy with Chrom and is considered the best Roy player in the early metagame and the pandemic period, peaking at 68th on the OrionRank Ultimate: Eclipse. During these periods, he was regularly the highest-placing Roy player at Japanese majors, placing 4th at , 5th at , 9th at , and 13th at . In addition, he was known for placing 2nd at , where he defeated and . His results greatly declined following 2021.
===Tier placement and history===
When Ultimate was released, Roy looked promising in the metagame due to the universal decreased landing lag on aerials and ability to use tilts out of a dash, which drastically fixed one of his biggest weaknesses. Along with his excellent mobility and some of the strongest KO power in the game, many professionals believed that Roy could potentially be a top-tier character. However, people also noticed that his Echo Fighter, , despite having less power and a significantly worse recovery than Roy, was more consistent due to his lack of sourspots, making him better at spacing than Roy. Chrom also had a notorious sacrificial KO move from his forward aerial to Soaring Slash. Although the latter was eventually removed, Chrom was still widely agreed to be one of the best characters in the game and was considered to be better than Roy in the early metagame. Despite this, Roy has achieved many noteworthy results thanks to players such as and , and was still thought to be significantly improved from Smash 4, with many players ranking him as a high-tier or even top-tier character.
Roy's reputation improved dramatically during and after the end of the online metagame. , a rising star prior to the pandemic, made waves during the online metagame and ultimately placed 1st on the Wi-Fi Warrior Rank v5. He maintained this momentum after offline play returned with consistent top 8 placements at majors, eventually winning . Other Roy players such as Goblin and also saw strong results during this period, leading to an increase in Roy's representation, especially in the United States: Roy had the second-highest character usage by the end of 2021, and continued to be a top 10 character representation-wise in the following year. With Chrom's decline as a result of a shrinking playerbase, many players such as and consider Roy to be one of the best, if not the best, Fire Emblem characters in the game. As such, he was ranked 8th on the first tier list as a top tier character.
Following the release of the first tier list, Roy's representation saw a sudden decline at the top level, attributed to Kola's declining performances and months-long hiatus, Goblin's severe decline, and HIKARU's retirement from competitive Smash. Although Roy remained a popular character overall, on the other hand, there were few Roy players that could match the three's performances, as remained rather inconsistent, while Flow did not become more prominent until the latter half of 2023. Finally, Kola's results following his return were better than his results right before his hiatus; however, they were still worse than his results at his peak. This decline led to Roy dropping out of the top 10 in terms of representation by mid-2023, the first time he was outside the top 10 since the early metagame, and this drop, alongside many players questioning how effective Roy's rushdown playstyle was in a slower, campier metagame, led players to believe he was overrated on the first tier list. This view was reflected in the second tier list, where he dropped 11 spots to 19th in the A-tier, tied with Chrom and as the largest drops from the first tier list. 
Following the second tier list however, Kola's results improved in 2024, especially in the second half of the year where he won his second major. In addition, alice was also to clean up his consistency a bit, though this improvement was, in part, due to alice picking up as a co-main. With Roy's improved representation, he rose 4 spots on the third tier list to 15th, now ranking at the top of the A+ tier.
==: A Journey of Swords==
Roy's opponents consist of entirely sword-fighters, with the exception of the final round.
Round 	Opponent 	Stage 	Music 	Notes
1 	, , and 	Castle Siege	 	Free-for-All
2 	 	Halberd 	 	
3 	 	Skyloft 	 	
4 	 	Gaur Plain 	 	
5 	 	Midgar 	 	
6 	and (x2) 	Coliseum 	 	Free-for-All
Bonus Stage	Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	 	 	(Less than 7.0 intensity) (Intensity 7.0 or higher)	On intensity 7.0 and higher, fights alongside Master Hand.
Credits roll after completing Classic Mode. Completing it as Roy has accompany the credits.
==Role in World of Light==
Although Roy does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans ) when Galeem unleashed his beams of light.
Roy appears in as one of the last fighters imprisoned by Galeem. He is one of the few obligatory unlocks. Defeating him leads to a fight with and the subsequent reveal of 's location.
===Fighter Battle===
No.	Image	Name	Type	Power 	Stage 	Music
25 	 	Roy 	 	12,500	Castle Siege (Ω form)	
==Spirit==
Roy's fighter spirit can be obtained by completing as Roy. It is also available periodically for purchase in the shop for 300 Gold, but only after Roy has been unlocked. Unlocking Roy in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.
SSBU spirit Roy (Fire Emblem).png|612. Roy (Fire Emblem)
==In Spirit Battles==
===As the main opponent===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
642 	 	Fire Emblem Series 	• 	 	9,300 	Castle Siege 	N/A 	•The enemy can unleash powerful critical hits at random•The enemy heals over time 	 	 	
647 	 	Fire Emblem Series 	• 	 	9,800 	Castle Siege (Battlefield form) 	•Easy to Launch•Hazard: Lava Floor	•The floor is lava•All fighters are easy to launch after a little while•The enemy's explosion and fire attacks have increased power	 	 	
649 	 	Fire Emblem Series 	• 	 	1,700 	Coliseum 	•Defense ↓•Attack Power ↑ 	•All fighters have reduced defense•All fighters have increased attack power 	 	 	
1,170 	 	Golden Sun Series 	• 	 	2,500 	Temple (Battlefield form) 	•Hazard: Lava Floor 	•The floor is lava•The enemy starts the battle with a Fire Flower 	 	 	
1,204 	 	Baten Kaitos Series 	• • 	 	1,600 	Gaur Plain (Battlefield form) 	•Item: Timer 	•Reinforcements will appear during the battle•The enemy is easily distracted by items 	 	 	
1,230 	 	Soma Bringer 	• (160 HP) 	 	3,600 	Gaur Plain (Battlefield form) 	•Defense ↓ 	•You have reduced defense•Stamina battle 	 	 	
1,411 	 	Mana Series 	• • •Tiny Bunny ×2	 	9,200 	Gaur Plain (Ω form) 	•Item: Ramblin' Evil Mushroom 	•Reinforcements will appear after an enemy is KO'd 	 	Duran 	
1,508 	 	Kingdom Hearts Series	• (140 HP) 	 	4,300 	Kalos Pokémon League (Fire chamber transition)	N/A 	•Stamina battle•Fire and explosion attacks aren't as effective against the enemy•The enemy starts the battle with a Hothead 	 	 	
===As a minion===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
644 	 	Fire Emblem Series	• • 	 	3,500 	Gaur Plain (Battlefield form) 	N/A 	•The enemy's explosion and fire attacks have increased power•The enemy favors side specials•Reinforcements will appear during the battle	 	 	
650 	 	Fire Emblem Series	• • 	 	3,400 	Castle Siege (Battlefield form)	N/A 	•Defeat the main fighter to win•The enemy can use their Final Smash twice in a row•The enemy's FS Meter charges quickly 	 	 	
1,168 	 	Golden Sun Series 	• (Moveset 1222, Isaac Wig, Isaac's Outfit, High Voice Type 1)• • •	 	8,900 	Wuhu Island (Swaying Bridge) 	•Assist Trophy Enemies (Isaac)	•The enemy's magic attacks have increased power•Hostile assist trophies will appear•Reinforcements will appear during the battle 	 	 	
Conditions in italic are not listed on the Spirit Battle preview screen.
==Alternate costumes==
							
							
==Gallery==
Fire Emblem Heroes Smash.png|Artwork of all playable Fire Emblem characters and Assist Trophies, as posted on the official Japanese Fire Emblem Heroes Twitter account.
Fire Emblem Smash Bros.png|Screenshot of all playable Fire Emblem characters on Arena Ferox, as posted on the official Japanese Fire Emblem Twitter account.
SSBU Roy Number.png|Roy's fighter card.
Roy unlock notice SSBU.jpg|Roy's unlock notice.
SSBUWebsiteRoy1.jpg|Roy countering on 3D Land.
SSBUWebsiteRoy2.jpg|Using Double-Edge Dance on Skyworld.
SSBUWebsiteRoy3.jpg|Attacking with Counter on The Great Cave Offensive.
SSBUWebsiteRoy4.jpg|Attacking with his neutral aerial on Skyloft.
SSBUWebsiteRoy5.jpg|Taunting with a frozen on Summit.
SSBUWebsiteRoy6.jpg|Performing his down smash on Coliseum.
SSBUWebsiteFakeSmashBall1.jpg|Roy and facing a Fake Smash Ball on Mushroomy Kingdom...
SSBUWebsiteFakeSmashBall2.jpg|...and then being caught in its blast.
SSBUWebsiteKlaptrap2.jpg|Roy being bitten by a Klaptrap on Pokémon Stadium.
SSBUWebsite32.jpg|Performing his jab on Kalos Pokémon League.
SSBUFireEmblemJPTwitter1.jpg|All playable veterans (including both variants of and ) on Coliseum.
===Fighter Showcase Video===
==Trivia==
*Roy's pose in his official artwork resembles his forward tilt.
**Interestingly, Roy also performs his forward tilt in his splash art for Super Smash Bros. 4.
*Roy is the first fighter to be introduced as a clone and later have an Echo Fighter of their own in a later installment.
*Roy is the only fighter with an Echo Fighter to not be in the same unlock tree as their echo; he is in 's character tree, while his echo, , is in 's unlock tree.
**Additionally, as a semi-clone of , Roy is the only character whose moveset is derived from him to not appear in Yoshi's unlock tree, as is also located there. also holds a similar distinction.
*Despite also wielding a sword, , , , and do not appear in Roy's Classic Mode route.
**Additionally, Ganon does not appear as the boss in Roy's Classic Mode route despite also holding swords.
*Like in SSB4, Roy will revert to Marth's idle animation while holding a small throwable item, although now he also transitions to his SSB4 crouching animation.
*In Roy's character showcase video, he is seen with a new dashing animation, but in the final build of the game, he reuses his dashing animation from SSB4.
*Roy's English star KO voice clip, much like 's in Melee, is infamous among the game's fanbase for being perceived as blood-curdling and realistic, to the point that his voice actor, , acknowledged this perception on Twitter.
*Whenever Roy frees a spirit from its puppet fighter after winning a spirit battle on the Spirit Board or fires a small shooting item such as a Ray Gun from the ground, his sheath appears with his sword inside on the left side of his belt. This is possibly a processing oversight when copying Marth's animation into Roy.
**While this also applies to Marth, Lucina, and , their sheaths won't disappear due to already being visible in battle.
**This also marks the second time where Roy's sheath is positioned on his side instead of on his back with the first time being his clapping animation from SSB4.
*Roy is the only male character unlocked in realm in World of Light.
**Additionally, since Roy is found in The Final Battle, he is the only character with an Echo Fighter based on them who cannot be found in The Light Realm, as , , Marth, , , and can all be found in it, while all Echo Fighters (except ) can be found in The Dark Realm.
**This also means that Roy is the only character with an Echo Fighter that can be unlocked in World of Light first, with Chrom being found in the Sacred Land sub-world of The Dark Realm.
**Roy is the only base character in World of Light that has a higher "power level" than his Echo Fighter. Roy has a power level of 12,500, matching the remaining fighters in The Final Battle area, while Chrom's power level is 10,600, being on a similar level as most of the fighters trapped within The Dark Realm.
*Strangely enough, Roy's neutral aerial uses weight-independent knockback on its second hit, causing it to KO all characters at the same percentagehttps://twitter.com/drafix570/status/1131908728758784000 regardless of their weight. This is likely an oversight, as the neutral aerials of Marth and Lucina, as well as Roy's Echo Fighter Chrom, have weight-independent knockback on the first hit instead to link more consistently into the second hit, which deals normal knockback affected by weight.
*Echo Fighters notwithstanding, Roy is erroneously misplaced on the back of the NTSC physical case of Ultimate, where every character is meant to be displayed in order of their announcement to the series. This also applies to , , , , , , , , and . In Roy's case, he is positioned just before , which makes him the only character with an Echo Fighter to not be placed next to them.
*On the Sound Test, Roy's voice clips are ordered differently from other non-DLC characters. Normally, blast KO clips are listed after heavy knockback clips, special moves and Final Smash clips are listed in between normal attack clips and edge hanging clip, and the voice lines for victory poses is listed after taunt lines; in Roy's case, these are grouped together after his voice clip while carrying a heavy item in that order.
**The order of all of Roy's voice clips closely matches the abbreviations of their internal codenames with the only exceptions being the voice clips of his special moves (which go by the order of neutral, up, and down special move instead of down, neutral, and up) and Final Smash (which is placed between his special moves and victory lines instead of between his heavy knockback and stunned voice clips). shares a similar distinction in its section on the Sound Test.
*In World of Light, Roy is one of the few fighters who is not affiliated with Dharkon in any way, as all of his encounters as himself or as a puppet fighter are all in association with Galeem. Toon Link, , , , , , , , and all share this distinction as well.
==References==
 
Category:Spirits
es:Roy (SSBU)