Roy by XiF / MookieRah

Version: 1.2 | Updated: 06/21/05 | Printable Version

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|                  ~MookieRah's and Rebel581's Roy Guide~                    |
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,-`-,-`-,-`-,-`-,-`-,Last Update: October 18th, 2004,-`-,-`-,-`-,-`-,-`-,`-,

Version 1.0- Finished the FAQ and formatting, big thanks to Mookie Rah for
cooperating to make this available on GameFAQs

Version 1.1- Re-sent with "MookieRah" as co-author

Version 1.2- Major updates thanks to Rebel581... he is so awesome.

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|                             TABLE OF CONTENTS                              |
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| Section 1:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Introduction|
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| Section 2:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Useful Terms|
|     Sub Section 2-1:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Wavedashing|
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| Section 3:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Roy's Moveset|
|     Sub Section 3-1:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Normal Moves|
|     Sub Section 3-2:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Aerials|
|     Sub Section 3-3:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Grabs|
|     Sub Section 3-4:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Special Moves|
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| Section 4:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Double Edge Dance|
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| Section 5:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Blazer|
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| Section 6:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Combos and Setups|
|     Sub Section 6-1:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Aerial to __ Combos|
|     Sub Section 6-2:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Grab Combos|
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| Section 7:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Edge guarding|
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| Section 8:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Mind Games|
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| Section 9:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Stadium|
|     Sub Section 9-1:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Break the Targets|
|     Sub Section 9-2:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Home-Run Contest|
|     Sub Section 9-3:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~10 Man Melee|
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| Section 10:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Closing Thoughts|
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| Section 11:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Credits/Special Thanks|

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|                               Introduction                                 |
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Mookie Rah
Heyas all. Since I haven't been around the smashboards for ages like a lot of 
people here, it is safe to assume that I need an introduction. I am Jason 
Smith aka MookieRah. I am far from the best Roy player out there, and far 
from the most knowledgeable person to make this guide, but as it stands there 
hasn't been a Roy guide in over 2 years O_o. So someone has to do it eh? I 
would like to mention, that this is a guide to help people who are new to Roy 
to have a general idea as to how to use him. Don't expect to read this guide 
and become an awesome Roy player overnight. Like pretty much everything in 
this world, practice makes perfect. Hopefully though, this guide will help 
you as you practice with Roy. Please note, that in this guide I will outline 
how I play him as well as provide insightful tips from expert Roy players. 
Please don't let my guide discourage you from experimenting on your own 
though, and be sure to post your thoughts about certain moves/techniques so I 
can make this guide a great source of info.


This is Rebel581 from Smash World Forums and GameFAQs. I've learned a lot 
about Roy in the past 5-6 months and this guide helped me when I started 
playing him. I felt it would be a shame for this guide to go out of date with 
MookieRah now playing Mewtwo. So I'm here to keep this FAQ updated.

Smash World Forums

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|                              Useful Terms                                  |
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Super Smash Bros Melee Newb FAQ by mastersword118, cubedude189, and 

Cubedude189 did a great job with his newb faq, and a lot of the stuff in here 
came from him, I am just redoing it and adding stuff to it now that we can 
sticky it. So, without any further ado, I will get started.


Air Dodge- L or R in the air results in an air dodge. Until a character lands 
after an air dodge, he cannot do any attacks or jump, like after most 
recovery attacks. You can also influence the direction of an air dodge with 
the control stick.

Attack- The A button, B button, Z button, and C-stick all make your character 
do an attack. The B button is for special moves, and the rest control 
standard attacks (C-stick can only be used in versus modes, and Z button only 
in the air.) Samus, Link, and Young Link do not do attacks with the Z button, 
instead they shoot their respective grappling items when in the air. Neither 
Donkey Kong nor Peach have aerial down B's.

Damage- Each character in a fight has a counter of his own at the bottom of 
the screen that tallies his health in points, displayed as a percentage. At 
the lowest percentage (0%) attacks will not send your character very far, and 
effects like Jigglypuff's sing are easy to shake off. Grabs become harder to 
get out of at higher damages, and attacks become much more powerful.

Dodge- A quick tap of down on the control stick while shielding will make a 
character dodge (C-stick works also). Dodge times for each character are 

Friendly Fire- Another way of saying Team Attack. *You can attack your 
teammates too*

Grab/Throw- Every character can grab with Z or L/R + A/Z. Hit A or Z while 
holding an opponent to do a grab attack, and then tilt the control stick in a 
direction to hurl them in one of four directions.

Smash charging- After initiating a smash attack, you can hold A to hold the 
attack, thus increasing it in power. It is automatically released after a set 
amount of time, if not manually released.

Taunt- ^ on the directional pad will yield a taunt. Some characters (Pichu, 
Captain Falcon) have 2. Fox and Falco can hit back and forth on the d-pad to 
call their buddies on either of the StarFox stages.

Teching- When you are tumbling in the air after being hit, you can press L, 
R, or Z near the ground or a wall/ceiling, with or without a direction, to 
recover faster than usual. Holding left or right on a ground tech will result 
in a roll in the direction.

Tilt attack- Holding any one of the four control stick directions, and 
hitting A. Some back and forward tilt attacks can be aimed to the diagonal.

?air- refers to aerial attacks in the four directions and neutral. Replace ? 
with n, u, a, b, or d to signify which.


Bat drop- Z dropping the bat, followed by an attack that prevents it from 
flying off the platform, most often a spike attack. Does a lot of damage in a 
short amount of time. Used to get high scores in Home Run Contest

Bat drop combo: Technique used in HRC to rack up damage quickly. It is 
performed by dropping the at above the bag, then hitting it with another 
attack which will cancel the knockback from the bat and keep it on the 
platform. It can also be used to finish the strat. Ex: BD Rest or BD 
Judgement 9.

Camping- A method of delaying a kill, most often in an effort to stall out a 
match. Projectiles are usually used to help keep the opponent from landing 

Chain-throw- Continually throwing another character in such a manner as to 
prevent them from landing.

Combo- A combo can be either natural or improvisational; a true combo is two 
or more hits that register a 'Combo' reading in training mode. In a looser 
term, a combo is any set of attacks that is difficult to escape from, and may 
do a lot of damage in a short amount of time.

Crouch-cancelling- Holding down on the control stick when hit by an enemy 
attack. Up to a certain damage percentage, this will prevent you from being 
sent flying, though you will slide back. Also, a crouch cancel counter (ccc) 
is crouch cancelling using a character's down-A attack.

C-Sticking- Used to describe the act of using the c-stick to do aerials, 
smash attacks, and other things in multiplayer mode.

Dash-cancelling- During a run, pressing down will stop the run.

Dash-Dancing- Quickly alternating left and right on the control stick, so the 
character only does the opening animation of the run.

Dash-Dashing- Jamming the control stick repeatedly in the same left or right 
direction, so the character only does the opening animation of the run. For 
some characters, this will result in a form of movement faster than 
conventional running. Some people refer to this as the "Foxtrot."

Dash-jump- Jumping out of a dash, often with a short jump. The character will 
usually move faster forward in the air than if it were a non-dash-jump. The 
three characters that don't move any faster either way are Jigglypuff, Bowser 
and Zelda. Thanks to MaskedMarth for this term.

Directional Influence- The trajectory of an-air character can be influenced 
by a control stick direction. The most helpful uses of this technique are 
escaping combos and juggles, and for recovery.

Double dash attack- Requires a super scope, ray gun, or fire flower, as these 
items do not have a running attack. Do a dash attack holding one of the 
items, and while you're doing the attack, hit Z. Your character will attack, 
then throw the item.

Double Jump cancel- To stop the upward motion of Mewtwo, Ness, Peach, or 
Yoshi's second jump with an aerial attack. This can be demonstrated by having 
Ness do two jumps in short succession, followed by a quick aerial attack. 
Ness should be VERY low to the ground if you do this quickly enough. Thanks 
to MaskedSheik for this term. Double Jump cancel is abbreviated "DJC."

Edge-guarding- Using attacks to prevent the enemy from recovering to the 

Edge-hogging- A character holding onto an edge will not permit another 
character to do the same. This is useful in preventing an enemy's recovery. 
The best way to edge-hog is to either wavedash or short-jump backwards onto 
the ledge.

Edge-hop- A jump quickly following a press of down from an edge-hang will let 
characters do a short edge-hop. Most, if not all characters can do attacks 
out of this.

Fast-falling- Pressing down while in the air will make your character fall 
faster than usual. You can fast-fall out of aerial attacks, air dodges, and 
failed ^B attacks. Young Link, however, is nearly unaffected by this.

Hyper/Power Shielding- Shielding at the exact instant an attack or item hits 
your character. Will result in a white flash and the attack not hitting. 
Projectiles will be reflected.

Ice Climbers' infinite grab- This technique differs from the infinite grab in 
that you can do it in a 1-on-1 match. Grab with the main character 
(default=Popo) and hold down on the control stick as you're doing the grab. 
Keep hitting the A button, so that Popo does his grab attack, and Nana does 
her down tilt. You can keep this up forever. This can be combined with other 
Ice Climber grab combos, and because of this fact, it is essentially an 
instant-KO grab combo.

L-cancel- When L, R, or Z is pressed before you hit the ground, you 
circumvent the normal recovery time after an aerial attack. Link's aerial 
down-A L-cancelled will result in his pulling the sword out of the ground 

Light Shield- Holding L or R lightly, to prevent shield-stab, or to guard 
against weak attacks. When used by holding the Z button, light shielding is 
called Z-shielding.

Juggle- Keeping the opponent up in the air, using ground attacks or air 
attacks that send the opponent on an upwards trajectory.

Jump-cancel- Jumping out of a dash; can be linked to a grab or an attack. 
Also used to describe jumping out of Falco/Fox's reflector to bypass the 
usual lag after the attack is stopped.

Jump-cancel (alternate meaning)- Jumping out of the shield. Yoshi cannot do 
this. You can then cancel your jump with an attack, such as an up-B or a 
smash attack.

Meteor Jump- Jumping out of a meteor smash. The key indicator between spikes 
and meteor smashes is that you cannot meteor jump out of a non-meteor-spike.

Natural combo- Any combo that is built into the game, such as the variations 
of Marth and Roy's forward B attacks, and also the A, A, A... combo that many 
characters have.

No-ping hit- Hitting with the handle of a home-run bat, so that it does not 
make the distinctive "ping" sound. Sends the target a higher trajectory than 
than a tip-hit. Thanks to Smashnuke for this term.

Running smash- Dash-cancel, then hit a c-stick direction. You can also grab 
out of a DC, by hitting Z.

Running smash (alternate)- Only works for up/down smashes. While running, 
roll to either of these positions, while hitting A. Works best with 
characters that slide when they stop running.

Shffl'd- This is an acronym meaning "Short-hopped, Fast-falled, L-cancelled." 
It is basically the most effective way certain aerial attacks can be pulled 
off, and is a must in competitive play.

Shield dash- Wavedashing out of a shield. Can be followed by anything a 
regular wavedash can be followed by.

Shield grab- Hitting A or Z while L or R shielding.

Shield shifting- Using the control stick to angle the shield to prevent 
shield-stab, or provide extra protection in a given direction.

Shield-stab- Attacking a shielded opponent where the shield's leaving a part 
of the character vulnerable, allowing them to bypass the shield's defense. 
Thanks to NJE789 for this term

Short jump- While running or standing, pressing the jump button more lightly 
than usual will result in a shorter first jump. In adjectival form, short 
jump becomes short hop or short-hopped.

Spike attack- Any attack that sends an enemy at an acute downward angle (less 
than 45 degrees away from straight down). Many, but not all spike attacks are 
considered meteor smashes.

Tip-hit- Also called a "tipper." Hitting with the tip of the home-run bat. 
Sends target much farther horizontally than a non-tipper.

Tipper- In addition to the meaning mentioned above, "tipper" is used as 
another name for hitting with the optimal range of any of Marth's attacks, 
said range being any range where there is distinct damage and knockback (the 
tip). Thanks to MaskedMarth for additional information on this term

Tumble-recover- When a character is in the air from an attack, he/she/it 
might be spinning around. A tumble-recover is alternating left/right on the 
control stick while this spinning is going on. This allows stability without 
wasting a jump.

Turret Fighting- Tactic that is used by mainly projectile characters in which 
the player spams his/her weapon to its fullest, while staying in the same 
spot. Falco, Samus, Fox, and Shiek users are known for this annoying tactic, 
and can be very effective when in the hands of an expert. Thanks to 
xxxxThe_GoaTxxxx for this term.

Vertkill- Jumping and spiking at the same time, usually by a character 
already in the air. Some useful ones are Captain Falcon's, Ganondorf's, 
Marth's down aerial.

Wallbombing- Using the Peach Bomber attack (forward+B) as a smash attack 
makes Peach pop up a little bit, allowing her to use it repeatedly without 
losing height. If kept up for long enough, this can be used to stall out time 
matches. Discovered by RyokoYaksa.

Wall-climbing- After an Mario hits a wall with up-B, he can wall jump. This 
can be continued until the wall ends.

Wavedance- Wavedashing back and forth.

Wavedash- Air-dodging diagonally toward the ground, as close to the ground as 
possible, will result in a movement that abuses the games physics by allowing 
a player to make themself slide across the ground. Most obvious with Luigi, 
Marth, Roy, Mewtwo, and Ice Climbers. You can turn around more quickly by 
wavedashing in the opposite direction of your run, then picking up on the 

Wavesmash- A wavedash, then a c-stick direction.


Disjointed Hitbox- When a hitbox is not attached to the character, such as in 
Marth/Roy/Link/Young Link's sword attacks and Ness's bat smash. A sword and a 
leg (such as Captain Falcon's) are going to be affected differently by fire. 
The character whose knee comes in contact with the fire is going to get hit, 
but the character with the sword is not, since damage to the weapon (a 
disjointed hitbox) does not affect the character.

High jump glitch- If a character, moving upwards from a manual jump (and 
maybe a screw ball thrown at them) gets hit by either Mario's or Dr. Mario's 
cape attack, they will go almost twice as high as normal.

Hitbox- When a character does an attack, the hitbox is what determines how 
wide a range the attack covers. It's called a hitbox despite not being shaped 
like a box for most attacks. Also see: Disjointed hitbox.

Infinite grab- Have 3 characters. One should grab another, and the third 
should use an infinite natural combo, such as Fox's repeated A, or Mewtwo's B 
attack (close). The second character should not be able to escape the grab. 
This is easier on teams.

Lag (also called recovery time) - When a character executes an attack, there 
is a certain amount of time after the attack is over in which that the 
character cannot move. This is called lag time. Moves that are "laggy" carry 
an large amount of lag time. Some examples are Ganondorf's ground forward-B 
when it misses, and Link's aerial down-A not L-cancelled. Related term: L-

Knockback- Refers to how far a character is sent after being hit by an attack.

Peach Bomber stall- Using Peach's forward-B attack over and over again 
between the buildings of Fourside. This can go on for an unlimited amount of 
time, if you don't mess up. This is useful on timed stock matches, when you 
get ahead by a life and want to stall out the clock. Might not work too well 
against Peach, Link, or Young Link, because they all have projectiles that 
can be thrown straight down. Also Pikachu/Pichu might give her trouble with 
their respective B attacks. This tactic is the reason why Fourside is banned 
in tournaments. Also see: Wallbombing

Phantom Hit- When an attack hits, but it doesn't move the opponent, and does 
half of the damage. A sure-fire way to do this is to go to Ganondorf's 
Japanese HRC, do a full jump, and hit B. (Even though this is sorta common 
knowledge, credit to snex for the example)

Priority- What the chances are of an attack taking precedence over another 
attack if they collide with each other.

Roy Zone- Different from phantom hits in that the attack doesn't even do 
damage, though it hits. Named for the character it most affects, Roy.

Spamming- Continuously and persistently using an attack. Usually used in 
reference to projectile attacks.

Startup- How long an attack takes to start. Attacks with high startup time 
include Falcon Punch (C. Falcon's B) and Ganondorf's Warlock Punch (B) / 
Volcano Kick (tilt up-A). Attacks with low startup time include Fox/Falco's 
reflector (down-B), Mewtwo's aerial forward-A, and Mr. Game&Watch's up-B.

Stun- When a character is hit, there is a certain amount of time in which the 
player can do nothing. If a character is hit during stun, it's considered a 

Super Jump- Catching Link's or Young Link's boomerang while hanging from a 
hookshot (See wall-grapple) will result in a very high jump. Note that this 
supposedly works only on certain versions of the game (I think 1.0, and 1.1), 
but try it anyways if you aren't sure.

Sweet Spot- Any part of an attack that does more damage, or has a better 
effect than other parts of the same attack. Unconditional examples are: Marth 
(very tip of sword), Roy (large center portion of sword), the home run bat 
(the very tip), and Mr. G&W (the edge of his body). Conditional ones include: 
Captain Falcon's aerial forward A, Ness's aerial back A, Zelda's aerial back 
and forward A's, and the tip of Ness's smash forward A (bat).

Tiers- A ranking of how formidable each character is at the peak of the 
current metagame.

The terms came from

|                                                                            |
|                     WAVEDASHING AND ALL THAT STUFF                         |
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Wavedancing - Wavedashing back and forth. Like dashdancing, this allows quick
movement in either direction without your movements being revealed to your 

Wavedashing - Air dodging into the ground at an angle in order to slide 
quickly. Generally done immediately after jumping. Often abbreviated as WD.

Waveshielding - Holding down the L/R button as you wavedash, so that you slide
forward while shielding. Often used to shield-grab, or advance on attacking

Wavesmashing - Wavedashing while smash-attacking. Use the Cstick to smash, as 
use of the Control Stick will stop the wavedash.

Above terms from Decadent One's Bowser FAQ.
Below explanations from cubedude189ís NewB Faq, written by Tobias Xelkythe

Okay. Wavedashing. Jump and immediately (just as you leave the ground) 
airdodge at an angle into the ground. If done correctly, your character 
should slide for a bit in his/her landing position and you'll see white 
smoke. Try it with Luigi on FD, since he has the lowest traction and, 
therefore, the most noticeable wavedash. Marth and the Ice Climbers also have 
good wavedashes. Peach and Zelda have the worst. An easier way to WD is 
directly out of a crouch, but you won't want to rely on being able to crouch 
and align yourself every time. I suggest only doing it this way perhaps once, 
simply to see what it looks like. Wavedashing out of a crouch cancel 
(crouching while you're hit by a smash attack so that you don't get knocked 
back) can be useful in some instances though... Anyways, for the crouch to 
WD, tilt the joystick down and to one side. Hold that there, and hit X/Y and 
L/R at almost the exact same time. You should WD. Bah. Note that the timing 
for the airdodge is different for each individual character, based on the 
number of frames in their jump. Fox, who has a 4 frame jump, can WD by 
pressing X/Y and L/R at **** near the same time. Luigi has 5 frame jump, I 
believe, so his is rather easy as well. Ganondorf has a 7 frame jump, and 
there needs to be a tiny but noticeable pause between the jump and the 
airdodge. Bowser's 9 frame jump takes some SERIOUS work to WD with. Also know 
that WDing is not just a substitute for a roll. WDing has its separate uses.

Like I said, Wavedashing has many uses... They are for the most part 
character-dependent, but some general uses are as follows: wavesmashing, 
waveshielding, edge-hogging, quicker movement for some characters, linking 
attacks and combos, and mind games. Wavedashing is almost essential to Samus' 
and Yoshi's games, due to those crappy rolls that they are cursed with. It is 
also a big part of Fox's infinite combo (Waveshining - Wavedashing out of a 
shine. Shine, immediately jump up to cancel it, and wavedash). You can also 
WD backwards or straight down. Also know that a short hop is not necessary 
for WDing, because the air dodge cancels the jump, anyways... Sometimes 
you'll need to shorten the distance of the wavedash depending on the 
situation. I often have to do this with Luigi. If you place the airdodge a 
few 60ths of a second later than you normally would, your character will 
visibly jump and then slide for a shorter distance than a perfect wavedash. 
It's known as triangle jumping.

Along with his ability to completely charge up and down smashes during the 
WD. This is usually an advanced Samus' main form of movement. Samus has 
arguably the best WD as it's fast, not too short, not too long, and dead 
useful. Yoshi and Samus replace their rolls with a backwards wavedash or a 
single wavedance. WD backwards as an opponent tries to smash you, and 
immediately WD forwards and punish them.

Recovery: If you WD as you recover from being knocked away from the stage, 
you'll get some distance and be able to pass through an edge-guarder. You're 
not invincible when you WD, but it still works a lot of the time. You can 
also WD straight from the ledge by pressing down to drop from the ledge and 
immediately jumping and Airdodging at an angle onto the stage. This can 
surprise people running up to edgeguard and if you use it to pass through an 
edgeguarder, an attack that hits backwards will put them off the stage. This 
wonít work very often, but against lesser experienced players, itís quite 
nice to use. Even against experienced players, you can occasionally catch 
them off guard with it. Itís not something to rely on, just something to 
throw out there to mix things up.

Wavesmashing: Since you can attack directly out of a wavedash, you have 
alternatives that you will probably prefer over the standard dash attack. For 
instance, with Luigi, I prefer an up or down smash to his dash attack. Ergo, 
WD+Up/Down smash. This way, you get the better attack, and there's pretty 
much a zero percent chance of you accidentally doing the dash attack. You can 
also tilt, grab, jump, etc out of a WD, so you have your entire moveset of 

Waveshielding: When you first learn to WD, you will likely end the dash with 
the shield up, due to holding the trigger for too long. You will probably 
want to try and work past this so that it doesn't happen all the time. 
However, waveshielding will allow you to advance on characters without 
inhibitions or threat. Decadent's
Bowser, as he says, uses waveshielding against Marth to get close enough to 
attack without becoming a victim to Marth's range.

Edge-hogging: If you are hanging onto the edge of the stage, no other 
character can grab onto it. So if a recovering opponent has used all 3 jumps 
and is hoping to grab the edge and you're already there...they're screwed. If 
you WD backwards off the edge of the stage, you will automatically hang from 
the edge. Once you can WD consistently, this is much safer than jumping or 
SHing backwards off the edge. If you roll from the edge after edge-hogging, 
you gain a few frames of invincibility, and the ledge is still considered 
occupied, so this can help evade certain up+b attacks while still causing 
them to miss the ledge.

Mind games: Simply put, mind games are the game. You want your opponent to do 
what you want them to. Whether in high-level or just regular play without 
advanced tactics, you still want your opponent to be tricked into a position 
where you can attack them. Dash forward, your opponent is probably going to 
attack, right? You get hit. Dash forward, WD back... your opponent attacked 
before you WDed back and now suffers from the lag of their failed attack. 
Punish them. That's a really simple and generic example, but it gets the 
point across. Mind games. Another one that's really unpredictable is 
dashdancing. To do this, simply tap the control stick back and forth so that 
your character does the beginning of the dash animation left and right 
repeatedly. It's a scary mindgame, as you can do anything out of it, and your 
opponent will have to be really cautious. Know that a WD out of a dashdance 
is deadly, unexpected, and immensely useful.

You can do practically anything out of a wavedash. Roll. Tilt. Smash. Jump. 
Shield. Grab. Wavedash. Short hop. Crouch. It makes for a very helpful part 
of your game with almost any character, because of its versatility and the 
many ways improvisation with WDing can lead to mind games and other things. 
You can also WD upon landing from an aerial attack that finishes in the air. 
With a floaty character like Luigi whose air attacks finish quickly, this can 
be dead useful in linking together aerials and juggles. 

With some practice, wavedashing becomes second nature. Most who do it, get to 
the point where they can accomplish it 100% of the time with no problem. I 
personally use it quite a bit with my 3 mains in many different ways. WDing 
is not always necessary to your game, as there are some pros that don't WD, 
however it is very useful. It is also not a glitch, or in any way cheap. It 
is an aspect of the physics in the game, and is referred to in the actual 
game as the "super dash technique". It's the most versatile of the advanced 
techniques and can help ANY character's game. It's not necessary, but it sure 
as hell isn't useless. It's moving while standing still!

Shuffling (also called Shfflc or shffl'ing)- A short hopped, fastfalled, and 
L-cancelled aerial. It's often the most efficient way to use an aerial attack.

|                                                                            |
|                               Roy's Moveset                                |
|                                                                            |

Roy is a vastly different beast than Marth. There moves have the same 
animation and frames, but the similarities end there. Roy's gravity, weight, 
sweet spots, attacks, grabs, and B moves are all different. Roy is a ground 
fighter with good ground attacks and a decent arsenal of aerial attacks that 
work best when shuffled or short hopped. In other words, it's usually best to 
not jump around and pretend to be Marth. Almost all of Roy's attacks are 
skewed by crouch canceling, especially his aerials. This requires you to rely 
on combos from throws and mind games to find an opening. Roy's arsenal of 
attacks allow him to do well against fast fallers, but horrible against 
floaters. It's really hard to combo in a forward-smash when they fly from a 
weak strike. It's also hard to land a powerful attack on them in this 
situation. The same goes if your opponent racks up too much damage.

|                                                                            |
|                            Normal Move Listing                             |
|                                                                            |

SSBM runs on 60 frames per second. That means 1 frame is 1/60th of a second.

Thank you SuperDoodleMan for the frames and you're easily accessible site at:

And an explanation of the terms used here:

Neutral A: 
A basic slash attack. 
Damage 2-6%
Total Frames: 31
Hit Frames: 4-7
IASA: 26
Priority: Moderate
MookieRah: It does decent damage, has good range, and comes out rather 
quickly. I really don't use this much, but when I do it's usually to swat 
someone that is coming down on me. I use the first hit of DED in a very 
similar fashion. 
 Azen: I'd rather do down tilt or forward smash. 
  Neo: A good move for when you expect someone to attempt a grab or jump out 
of the shield, use it when canceling a f-air that isn't spaced far enough to 
avoid a shield grab or just when you want a quick hit for someone leaving a 
   Rebel581: A really good move. I use sometimes after another attack and the 
opponent is about to land on the ground. Or if they are lying on the ground 
because they didn't tech, I use this to knock them back up. You can use 
either this or the first hit of DED but I think this is better because it 
leads into his other moves more easily. If you are going to use the full DED 
though it would be better to just skip this move all together.


Running Attack:
A broad running slash attack.
Damage 6-12%
Total: 57
Hit: 12-15
IASA: 40
MookieRah: Good range and decent damage, but it's wind down lag is pretty 
crappy IMO. I use it in combos or to catch my opponent in a roll.
 Azen: I recommend not to use, too many bad sides.
  Neo: Not that great of a move by itself, however when linked with an aerial 
it can set up, use it to catch opponents flying away at higher percents for 
an f-air or n-air.
   Rebel581: Occasionally useful at random times when the opponent can't 
defend. Not useful unless used while the opponent can't shield. They can just 
shield-grab or anything else to punish you. Pops them up in the air for combo 


Forward Tilt:
A quick strong slash. 
Damage 8-10%
Total: 40
Hit: 9-13
IASA: 40
MookieRah: This is like a mini f-smash. It comes out quick and it's wind down 
lag is less than the f-smash. I use this against smash happy Marths and Roys 
because it will come out quicker than their smashes.
 Azen: I don't use this much, like the neutral a I would rather do a 
down+tilt or forward smash instead of this.
  Neo: This should mainly be used as in edge guard/spaced moved. Many people 
won't expect the range and considerate speed of an ftilt near the edge and 
therefore may fail to DI it, however in combat if spaced it can also be 
helpful so it's more of a conditional attack.
   Rebel581: A mini-fsmash. If your opponent out speeds you use this. Or just 
to knock them off the edge with a quicker attack so you can edgeguard them.


Down Tilt: 
A ducking stab attack. 
Damage 6-10%
Total: 57
Hit: 8-10
IASA: 20
MookieRah: Wow, this is one amazing move, definitely one of his best IMO (if 
not the best). It sets up for great combos at low percent, has great range, 
decent damage, is pretty fast, is a relatively safe to pull off, and knocks 
the opponent upwards where you can combo them at low to moderate percents. 
 Azen: r0x0rs move, this sets up for any aerial, or even for simple forward 
smashes against the gravity chars. Abuse it :D. It barely has any lag either.
  Neo: Roy's best tilt, it can be cancelled with a jump, a dash, or another 
tilt. Also a defensive move as well, keep this as a main part of your 
strategy when canceling aerials but don't spam it because it gets predictable.
   Rebel581: If not Roy's best move, one of them. This move has an infinite 
amount of possibilities and completely destroys fast-fallers.


Up Tilt:
An upward arching slash.
Damage 6-8%
Total: 45
Hit: 7-13
IASA: 40

 MookieRah: A pretty slow attack. It has pretty good horizontal range and 
great vertical range, decent damage, and good knockback. I really don't use 
it too often due to it's lag afterwards.
 Azen: Prolly better to use up aerial instead, this move is soo slow, so only 
use it to end combos.
  Neo: Not that great of a tilt but still useable, it should mainly be used 
after a chain of up airs or a single up air to send the opponent back into 
the air and start juggling them again.
   Rebel581: Not one of Roy's best moves and very situational. It knocks them 
in a strange direction so use this when you don't have enough time to shff'l 
and uair and you know it will hit. Because of the lag it has no combo 
potential whatsoever except possibly to itself sometimes. Try it anyways. If 
you find a use for it then you will surprise a lot of people.


*Forward Smash:
A lunging vertical arching slash.
Damage 10-20% 26% on max charge
Total: 57
Hit: 12-14
Charge Frame: 3
IASA: 54

MookieRah: Roy's most powerful smash attack and overall best kill move. It is 
very powerful, has great range (even at the sweet spot), and has some godly 
knockback. Only problem is that it is relatively laggy.
 Azen: Use this whenever you know your opponent will be open, his main killer 
move. Abuse it as much as you can. Takes some mindgamez.
  Neo: The "duh" attack. One of Royís main killers. At low % you can f-air to 
f-smash and neutral air to f-smash, at higher percents where they fly farther 
(say 80%) vs. characters of certain weight say Marth, you can f-air and 
wavedash to f-smash before they have a chance to recover.
   Rebel581: Use it. Many ways to get a fsmash in. Wavesmashing, comboing, 
and just plain using mindgames to hit with it. Use it if you have a chance to 
at least get them off the edge.


Down Smash:
Two sweeping slashes, one in front and one behind.
Damage 13-21% 25% on max charge
Total: 74
Hit: 6-8, 23-25
Charge Frame: 3
IASA: 72
MookieRah: A good smash in my opinion, although I have heard some say that 
you should never use it due to it's laggyness. While it's wind down lag is 
kind of crappy, it is the quickest smash in terms of startup. It has GREAT 
knockback at the tip, and because it hits low it could go through shields if 
their feet ar poking out. It's a good move to use out of a wavedash, a run 
cancel, or if you are hardcore enough a DA Dash (aka Pivot Dash).
 Azen: Only use it if opponent is at a high percent in which this move would 
kill, comes out faster than side smash but has infinite lag so using it to 
kill is best so there's no consequence.
  Neo: Also a conditional move, if you whiff it you will be punished 
severely. Whenever I used this move it's usually just raw and for a quick 
kill @ high %. You'll have to mind game this move for the most part if you 
want to contact with it.
   Rebel581: Conditional and usually only useful if you just can't kill your 
opponent and they're at a high percentage. It has faster startup then fsmash 
but more ending lag. Use it as a finisher against a floaty when they just 
won't die. Make sure it hits though. Also goes under shields.


Up Smash:
A flaming upward thrust.
Damage 1-20% Damage depends on when the opponent hits the blade during the 
attack. An uncharged up smash will do 16% damage if the opponent takes all of 
the hits.
Total: 62
Hit: 15-24 (several hitboxes)
Charge Frame: 8
IASA: 46
MookieRah: A situational smash that is decent at racking up damage, but not 
much else. It does pretty well against fast fallers though. It can spike, but 
I don't think it's very possible to set it up for spiking consistently.
 Azen: It has phire!!!1 I like running under someone and then up smashing, 
and not many people expect a Roy/Marth up smash.
  Neo: Conditional, if they're above you or you cancel an up air, up smash, 
simple as that.
   Rebel581: A great attack, but still very situational. It should be used 
after an uthrow against a fast-faller to punish them for not DIing and should 
also be used randomly when your opponent is in the air by JC it (this is one 
of the only times that a charged smash works better because it is easier to 
JC an usmash using the A button then the c-stick.

* There is a common misconception that Roy's attacks are slower than Marth's, 
but this is simply not true. Most people will argue that Roy's F-smash is 
slower than Marth's F-smash, but they too are equally fast. The thing is, 
Roy's attacks seem slower because you focus on hitting with his sweet spot 
that is in the center of his blade. Since Marth's power is at the tip, the 
tip travels a larger distance in the same amount of time as Roy's sweet spot. 
I have made a quick illustration showing what I mean by this. Go here to 
check it out**

** This has been proven wrong by looking at frames.
Roy's fsmash
Total: 57
Hit: 12-14
Charge Frame: 3
IASA: 54

Marth's fsmash
Total: 49
Hit: 10-13
Charge frame: 3
IASA: 48

But Roy's fsmash sounds more badass and it is fun to kill people with the tip 
of his fsmash. The only true part is that Roy's moves generally take at most 
10 frames longer. Possibly less. So the difference is small, yet there.

|                                                                            |
|                                 Aerials                                    |
|                                                                            |

 L-cancelled aerials almost always have half the lag than non l-cancelled 
aerials. Such as a landing lag of 20 frames would be 10 frames if L-
cancelled. Always L-cancel with Roy.

Neutral Air:
One quick horizontal slash and one strong horizontal slash.
Damage 4-10%
Total: 57
Hit: 7-8, 17-20
IASA: 50
Auto cancel: 6 32
Landlag: 20
Lcanceled: 10
MookieRah: A solid attack. Great for defense and offense. Good knockback too. 
You can chain these fairly easy if you hit your opponent with one. It's a 
good way to push your opponent to the ledge.
 Azen: His best aerial. Use it as a main attack.
  Neo: The best aerial for defense. Hold back when using it to space it.
   Rebel581: I personally don't use this much. It leaves you too vulnerable 
to an already vulnerable Roy in the air. But try it out when you don't have 
any other attack to do. It has decent knockback that can lead to edgeguarding.


Forward Air:
A vertical slash.
Damage 4-8%
Total: 38
Hit: 5-7
IASA: 35
Auto cancel: 30
Landlag: 20
Lcanceled: 10
MookieRah: This is my standard air attack. More often than not, this is the 
move I am attacking with in the air. It's quite nifty.
 Azen: It's like a weaker neutral air. You can use this instead of neutral 
air when someone's percent is too high for a combo.
  Neo: Roy's main attacking aerial. Hold back while using it to space it 
(i.e. use the c-stick to perform the fair and hold back to move backwards).
   Rebel581: Roy's best all-purpose aerial. Use it to cancel out projectiles 
and lead into a combo (or fsmash). C-stick this aerial for best results.


Back Air:
A vertical slash hitting behind.
Damage 6-9%
Total: 45
Hit: 8-10
IASA: 43
Auto cancel: 34
Landlag: 24
Lcaceled: 12
MookieRah: This is pretty much the backwards hitting version of Roy's forward 
 Azen: Shouldn't be used often at all. Just for back airing someone from off 
the edge maybe. And if you use it on the ground, use it during the fall of 
your jump.
  Neo: This is the defense let-the-enemy-run-into-it type move. Use sparingly.
   Rebel581: Don't use this much. Use it when you're opponents behind you 
just to knock them away. Probably Roy's worst aerial. 


Down Air:
An arching slash below.
Damage 5-9%
Total: 68
Hit: 7-10
IASA: 64
Auto cancel: 6 55
Landlag: 32
Lcanceled: 16
MookieRah: This move comes in handy from time to time. It typically knocks 
the opponent in the air which can set up for nice combos. It can also spike 
if you hit them with this attack while you are slightly below the opponent or 
if they are pretty much on your back, but it's considered one of the worst 
spikes in the game. One last thing, if you hit your opponent from directly 
left it will launch your opponent up and to the right and vice versa if you 
hit your opponent on the right. Kinda odd *shrug*.
 Azen: Shouldn't really be used ever, but use it occasionally to keep your 
game diverse. Don't use it into someone but away from them.
  Neo: Don't use.
   Rebel581: A great aerial. Knocks opponents off the ground at a perfect 
height for any move. But this MUST be l-cancelled. It is more imperative that 
you l-cancel this more than any other aerial. Just look at the landlag 
without an l-cancel.


Up Air:
An arching slash above. 
Damage 5-8%
Total: 52
Hit: 5-10
IASA: 49
Auto cancel: 4 30
Landlag: 18
Lcanceled: 9
MookieRah: This is a nifty attack. You can juggle with it on certain 
characters with shffling, but it's not all that hard to get out of it.
 Azen: Can setup a forward smash when hitting them from the ground.
  Neo: A setup and juggle type aerial.
   Rebel581: A nice aerial as an interrupter. Use it in uair chains or to 
just lightly stun them and hit them with a fsmash. 

|                                                                            |
|                                  Grabs                                     |
|                                                                            |

Regular Grab:
A regular standing grab. You can do this while running too by JC it. JC is 
when you press jump (X or Y are easier) and then press Z. You can only JC 
grabs and usmashes.
Total: 30
Grab: 7-8


Running Grab:
Always JC grabs. Here's why.
Total: 40
Grab: 10-11


Grab Hit:
A quick knee hit.
Damage 1-3%
No frame data.
A good thing to do once they hit moderate %. From there you can get 1 or 2 
hits with this and still throw them, but it's damage is very weak.


Forward Throw:
A quick slam that bounces the enemy forward.
Damage 4-5%
No frame data.
A nifty throw. I hear you can sometimes over B and grab them again as well as 
all sorts of other stuff. I haven't been able to do it though, but I do use 
this a lot to hurl my enemies off the ledge for edge guarding.
  Rebel581: Roy's standard throw. When I have nothing else better I just use 
this and chase their tech. Nothing much comes out of it though besides that. 
If you can, use a different throw. And the side-B to grab again does work, 
I've just never used it in a real match. So I'm not sure how well it fares 
there. And Roy has a chain throw in this throw. A pretty good one against 


Back Throw:
A trip that sends the enemy behind you.
Damage 4-5%

I don't really use this throw much. If anything I use it for edge guarding 
like the forward throw. I am sure there are some crazy techniques that the 
pros use that make this throw awesome in some aspects though.
 Rebel581: Not his best throw but useable. Its only noteworthy aspect is that 
Roy can chain throw with it. Not very well and only against floaties though. 
Just like his fthrow chain throw but worse (and better at the same time 
because you can stand in one confined space and do it unlike the fthrow where 
you have to stop at the end of the stage).


Up Throw:
A powerful upward toss.
Damage 3-4%

A pretty nifty throw. It can chain against fast fallers pretty well, and can 
KO floaty characters at high percent. At low percent it can set up for combos.
 Rebel581: Good against fast-fallers or if you want to get a character in the 
air to uair chain them. A good throw. Or you could use it as a last killing 
attempt at a really high percentage. It can chain throw too which is a fun 
thing to do against fast fallers. Especially ones inexperienced with chain 


Down Throw
A slamming throw to the ground that knocks the enemy behind you.
Damage 5-6%

A great throw. You can sometimes catch an opponent with a down throw followed 
by a forward smash for edge guarding. If they aren't off the edge when you 
down throw them they can tech, and either way they can jump out of it, but 
you could use that to your advantage as a mind game. 
 Rebel581: A great throw. If your opponent doesn't tech you can get a fsmash 
in after using this and otherwise you can follow it up like you would the 

|                                                                            |
|                             Special Moves                                  |
|                                                                            |

Flare Blade (Neutral B):
A fiery sword slam.
Damage: (Note these are rough estimates/guesstimations. I didn't have a 
stopwatch or anything, nor do I think it's worth knowing the exact amount)
no charge: 6%
Charged: 8-50% (Damage depends on how long it is charged.)
Time to start charge: 11 frames
Hit (from release of B): 5-10
Max charge time: 211 frames

41er: 210 frames of charge, or 221
frames holding B

Full charge hits only on 1 frame

Time of explosion from first B: 231
I love this move. If anything, I use it too much. It is great to catch 
people's techs or flubbed techs with. It is also the key ingredient to Roy's 
awesome edge guarding. It is the strongest at the tip, not the center, which 
makes it Roy's best ranged attack (except for his forward smash). It also 
hit's below Roy a bit! How can you not like this move!?
 Rebel581: I always forget to use this move and I am sorry for that. Whenever 
I start to use this move my game improves. It's Roy's best aerial, one of his 
best edgeguards, and it has teh ph13r! Nuff' said.


Double Edge Dance aka DED (Forward B):
A quick, controllable group of combo able attacks.
1st hit: 3-4%
2nd hit: 3-4%
2nd hit(up): 4-5%
3rd hit: 6-7%
3rd hit(up): 6-7%
3rd hit(down): 1-7% (Dependant on how many of the fire attacks hit the 
4th hit: 5-8%
4th hit(up): 5-8%
4th hit(down): 2-6% (Dependant on how many strikes hit the opponent)

Total: 29
Hit: 6-8
Window for the next move: 8-26

Total: 40
Hit: 14-16
window for the next move: 17-33

Total: 40
Hit: 12-15
Window for the next move: 17-32

Total: 46
Hit: 11-14
Window for the next move: 16-37

Total: 46
Hit: 13-17
Window for the next move: 18-37

Total: 46
Hit: 16, 18, 20, 22
Window for the next move: 23-35

Total: 50
Hit: 23-26

Total: 50
Hit: 20-25

Total: 60
Hit: 13-15, 19-21, 25-27, 31-33

Ah, the DED, the move that supposedly *makes* Roy. It is badass, but I think 
it is overrated. Crouch Canceling flat out kills it, and although the 3rd hit 
down kills crouch canceling I usually don't make it that far. There are 
tricks to using it at it's optimum, such as getting at the maximum range, 
starting it in the air, and what not. There are tons of stuff to say about 
this move/moves, that's why I will have a section dedicated to it.
 Rebel581: I personally love this move and use it too much. It's a great fail 
safe for anything and great all the time. It's only downside is against CC 
and shielding. So develop some mindgames to make it hit. I suggest 


Blazer (Up B):
A leaping flame slash.
Damage: 4-7%
Total: 48
Hit: 9-21 (several hitboxes)
Invulnerable: 9
Time to alter angle: 9 (up=up)
time to change direction: 10

Can grab edge as soon as 32
Landlag: 30
Landfallspeciallag: 30

I really like this move, but I can't find many practical uses for it. I 
wouldn't try using this move on fast fallers at all, cause they will land 
before you even at pretty high percentages. It has good knockback on semi-
floaty to floaty chars though. It also has a nifty trick to it known as 
Reverse Blazer.
 Rebel581: Not very useful but the multi-hit attack can save you if your 
opponent doesn't edgehog properly. It's best asset is Reverse Blazer though. 
Can also be useful against floaties as a last resort kill. Never used it 
though as a serious attack in battle unless I'm against Jigglypuff.


Counter (Down B):
A counterattack.
Damage: 1.5 times the power of the countered attack.
Total: 59
Counters: 8-20

A useful edge guarding tool. A great way to end a Fox or Falco who plan to 
shoot back onto the stage with their up Bs. It is also good if you can 
predict your opponents move. It's power and knockback are determined by the 
attack it counters. If done at the right time it could turn the tide of a 
match, but beware, the same is true if you mess it up. The wind-down lag 
isn't very forgiving.
 Rebel581: A great move. Don't use it too much or you'll be punished. This 
move alone will help with every character because you will need to learn to 
know your opponent even if you've never met them before. After using this and 
figuring out the best times to use it, it will help your mindgames. But it's 
a double edged sword. It could turn the tide of the battle both for and 
against you.

Also a note on counter. When playing with ChRed2AKrisp I used counter against 
one of his weak attacks and it seemed to attack faster and take less time to 
wind-down. it would be great if someone could check this for me.

For more information on how many frames it takes for Roy's attacks and 
everything like that go here: 

|                                                                            |
|                             Double Edge Dance                              |
|                                                                            |

MookieRah: The Double Edge Dance is one of Roy's best attacks. It has a lot 
of variety and covers a lot of situations. It is also his quickest ground 
attack. It's greatest advantage is that you have control over the speed and 
the moves in the combo. Be wary though, crouch-canceling can make it 
completely useless. I recommend to use it fairly often, but don't base your 
game around it.

Mow: Over B only has 5 practical purposes. 1 recovery, over B stall. 2nd 
link, use first hit in-between attacks and grabs, and 3 combos, over over 
down, over over over, or over up over

Rebel581: MookieRah and Mow said everything. I use over over over the most. 
Just a note you can continue the combo with A. This may be better because 
then if the DED gets interrupted, and you're tapping A instead of B, you will 
use one of Roy's tilts (hopefully his down, forward, or even neutral) and be 
in a better position then to accidentely use counter. I personally don't do 
this, but I'm trying to get into the habit of doing this.

Here is list of the properties of each hit of the DED

1st hit: This is always the same. It does 3/4% and is quick. Use it to get in 
a quick hit, piss off your opponent, for recovery, changing directions in the 
air, stalling in the air, etc.
2nd hit: This attack has greater range than the first hit, which is good, 
because if you need more range then it would be wise to get in range for this 
attack as opposed to the first.
2nd hit(up): This has some good upper coverage, and I can sometimes catch 
people off guard with it, but other than that it's not all too great.
3rd hit: This has some good knockback on it, and can usually set up for some 
edge guarding, but it's hard to hit with it if the opponents percentage is 
high or if they are crouch-canceling it. Use this only when you think you are 
sure it will hit.
3rd hit(up): This is one of my favorite hits of DED, because it spikes. 
Rarely you will have an opportunity to spike and kill someone with it, but 
that doesn't happen very often. I use it to catch people and follow their 
3rd hit(down): This is Roy's only solution to crouch-canceling outside of 
smashes and grabs. It also pushes a blocking opponent back, which can prevent 
this from being shield grabbed if you have the proper spacing.
4th hit: This move has a little bit more knockback than the 3rd forward hit 
of DED. I VERY RARELY use any 4th hit on DED, cause by the time this comes 
out they are usually outside of the range to use it. Don't do this unless you 
KNOW it will hit, and even then it's safer to go with 4th hit up or down.
4th hit(up): This is very similar to the 4th hit forward of DED, but with few 
differences. First of all, it hits above you more, secondly (the reason why 
it's better than 4th hit forward) is that it will hit your opponent if any 
part of their head is poking out of the shield.
Rebel581: I use this the most as my finisher. It has the most chance of 
hitting someone IMO and they won't expect it if you don't overuse it. But the 
next option is great too...
4th hit(down): This is my most used 4th hit. It is a series of quick stabs to 
the opponents legs. For people who aren't accustomed to playing against Roy, 
it is fairly easy to hit then with this move if they shield your DEDs a lot, 
because they don't expect the move to last as long.


 Useful DED Combos

Forward B to Forward B to Down B
This is one of my most common DED combo. It does decent damage, the 3rd hit 
kills crouch-canceling, and has a little bit of knockback. 

Forward B to Forward B to Up B
This is my overall favorite DED combo. It spikes your opponent into the 
ground. From their you can chase their tech. If they tech to stand it's a 
forward smash. If they try to roll through you then you forward smash them. 
If they roll away you can run and catch them at the end of their roll. Just 
be sure to watch out for them attacking to get up and you are set. You can 
also spike people to their death with this, but it's not something a smart 
enemy will allow to happen very often. If you do spike the opponent this way, 
it would be a good idea to finish it off with another forward B just in case 
they meteor cancel it.

Forward B to Forward B to Forward B
Good damage and knockback. Also makes for a pretty good kill move.

Forward B to Forward B/Up B to Forward B
Mow: The best way to kill space animals, cause you only have to hit them with 
one of the 3 hits. Works around 90% of the time.

Forward B to Forward B to Forward B to Up B
More than likely you won't have a chance to hit with the 4th hit of DED. 
Especially at high level play, but if the even arises this is the best 4 hit 
in terms of KO ability. If your opponent's head is poking through the shields 
this will hit. It will also hit if his feet poke out of shield if you are 
below him.

Forward B to Forward B to Forward B to Up B
This would probably be the most likely 4th hit DED. Like I said, you still 
won't use a 4th hit often, but this one comes in handy if they decide they 
want to shield it. This move lasts a good bit, and if they let their shields 
off too early then they are gonna get hit.

Forward B to Forward B (cannot be replaced with Up B) to Up B to All
At low percentages only and usually only against fast-fallers. This move will 
pop up the opponent with the third attack (along with get rid of any pesky 
shield-grabbers with parts of their body showing) and allow you to use a 4th 
hit. Preferably not another Forward B though. Up B and Down B are better. Up 
B is the best ideally.

|                                                                            |
|                                    Blazer                                  |
|                                                                            |

Blazer is one of the most awkward of Roy's attacks. I like it a lot, but I 
really don't use it that often. It is relatively effective against floaty 
characters, but it's not all that great against many other characters. There 
are a few things you need to know.

Arching the Blazer
The blazer has the ability to arch and gain a good bit of horizontal 
recovery. It comes in handy A LOT. Players who aren't used to it being used 
this way will have a hard time edge guarding you for a while too. It's 
relatively easy to do as well. Simply press Up B and then immediately jam it 
to the right or left. On a max arch you will travel just slightly more than 
1/3 of Final Destination.

ALWAYS, ALWAYS, ALWAYS sweet spot the ledge! Practice it! Perfect it. 

Reverse Blazer
This is a nifty glitch that can KO Jiggs and Kirby on some stages. Jiggs can 
be KOed on FD!!! It's very easy to do, but it takes skill to actually land it 
on a Jiggs player who knows about it. To perform a reverse blazer all you 
have to do is press Up B, and then tilt the control stick in the opposite 
direction that you are facing. 

It's easier to do this from a short hop, because it will hit a little bit 
below Roy. Otherwise you have to be close to your opponent on the ground.

The best times to use this against Jiggs when she is sleeping, or out of a 
shield. It's NOT easy to pull off on a good Jiggs, but if you hit with it, 
she is outta there. It also has a basic combo.

Forward Air to Reverse Blazer
Floaty chars: Works at low to moderately low %
Normal chars: Works at low to moderate %
Heavy chars: Works at low to moderate %
Fast Falling chars: Works at low to moderate %
This is somewhat hard to do at the moment, because it is very akward. You 
have to be fast and you have to have mastered L-Canceling in order to pull it 
off, but if you want to do well against Jiggs or Kirby, this will help out A 
LOT. This can also KO the semi-floaties on certain levels such as Poke Floats 
and Rainbow Cruise. There are other stages that you can do this too, and I 
will have a list of stages and where you can KO specific characters with it.

Uthrow to Reverse Blazer
Since you're only going to be using the Reverse Blazer against floaty 
characters then this will work at low percentages and probably a little bit 
into moderately low. Remember that the Reverse Blazer has the same amount of 
knockback always.

Out of shield Reverse Blazer
A good thing to just say. You can use it against anyone to just get them out 
of your face or you can use it against Jigglypuff to kill her. Won't work 
against a good Jigglypuff since they won't let themself be close enough to 
you for that to happen.

|                                                                            |
|                                 Combos                                     |
|                                                                            |

Roy is not lacking in the combo department. A lot of his moves string 
together in odd ways, and can lead to some devastating percentages or early 
kills. His main combo starters are his aerials, his down tilt, and his grabs. 
A lot of his combos lead into setups, where you can potentially carry on the 
devastation for a few more attacks. These are some *set* combos that are good 
to learn. These don't always work, because of DI and crouch cancels, but they 
are combos that work well for me most of the time. Don't rely on just these 
combos, go out and find some of your own. Most of the combos I do aren't 
preset combos I have learned, because most of them are just instinctual, but 
if you can perform all of these combos well then learning how to string moves 
together for maximum damage will come naturally.

Rebel581: Experiment.

|                                                                           |
|                            Aerial Lead In Combos                          |
|                                                                           |

Shffl'ed forward airs and in some cases neutral airs are a good way of 
setting up for a down tilt combo or grab combo. I must point out though, that 
ALL of Roy's aerials AND his down tilt become practically useless against 
Crouch Canceling. I can't stress enough that Crouch Canceling is the bane of 
Roy. This is why grab combos are generally the best way to go, but if you 
catch your opponent with a forward air, these combos should do a number on 
them ^_^. Also, any combo that involves the down tilt could be started with 
just a down tilt. I am not going to put in a down tilt combo section cause it 
would be relatively repetitive. It should be pretty obvious that the down 
tilt plays a huge role in Roy's game through these combos though.

Forward Air to Down tilt
Floaty chars: Works at low %
Normal chars: Works at low to moderate %
Heavy chars: Works at low to moderately high %
Fast Falling chars: Works at low to moderately high %
This is one of the 2 most basic combos with forward air as a lead in. After 
the down tilt hits then you will be able to continue the combo with another 
forward air or pretty much any other aerial if you so desire.

Forward Air to Grab
Floaty chars: Works at low %
Normal chars: Works at low to mid %
Heavy chars: Works at low to moderately high %
Fast Falling chars: Works at low to moderately high %
The 2nd basic combo with a forward air lead in. From the grab you should be 
able to start up a grab combo or just toss them off the stage for some early 
edge guarding.

Forward Air to Running Attack
Floaty chars: Works at moderately low %
Normal chars: Works at mid%
Heavy chars: Works at moderately high to high%
Fast Falling chars: Works at moderately high to high%
This is a nice combo to use on normal and heavy chars when your down tilt 
combos start turning into crap due to the knockback. It puts the enemy into 
the air which means they are in for some more hits.

Forward Air to Running Attack to *Setup* Up Air Juggles
Floaty chars: Works at moderately low %
Normal chars: Works at mid%
Heavy chars: Works at moderately high to high%
Fast Falling chars: Works at moderately high to high%
Oh man. This is one of my favorite things to do, but I don't get to do it 
very often, cause it's relatively easy to get out of. Anyways, if you are 
crazy about shffl'ing like I am, you will enjoy racking up tons of % with 
this. There is nothing like a good juggle, and this is quite nifty XD.

Forward Air to Down tilt to Forward Smash
Floaty chars: Doesn't work
Normal chars: Doesn't work
Heavy chars: Doesn't combo, but could possibly be used otherwise at low % on 
a rare occasion.
Fast Falling chars: Works at low to moderately low %
This is the ultimate fast faller combo. This can knock the crap out of Fox 
and Falco and lead straight into some edge guarding goodness. It is less 
effective against Captain Falcon, but it does a number on him as well.

Forward Air to Down tilt to Forward Air/Neutral Air
Floaty chars: Works at low %
Normal chars: Works at low to moderate %
Heavy chars: Works at low to moderately high %
Fast Falling chars: Works at low to moderately high %
A nice way to tack on some damage. It does roughly 25% and is very easy to 
execute. It also leads into a nice setup if you performed a forward air on 
the third hit.

Forward Air to Down tilt to Forward Air to *Setup* Neutral A to 
Down tilt to Forward Air/Neutral Air
Floaty chars: Doesn't work.
Normal chars: Doesn't work.
Heavy chars: Works at low % only.
Fast Falling chars: Works at low % with the exception of Fox.
This is a setup, because it's possible to DI out of the way of the down tilt. 
I am not sure if the Neutral A is escapable or not, and I don't feel like 
testing it right now :-P. Anyways this does in the neighborhood of 45-50%, 
but it doesn't really work on fox. With fox it is better to just continue 
with down tilts and forward airs.

Forward Air to Down tilt to Forward Air to *Setup* Down tilt to 
Forward Air to etc...
Floaty chars: Doesn't work.
Normal chars: Doesn't work.
Heavy chars: Works at low %,
Fast Falling chars: Works at low %.
This setup has a decent chance of connecting with the 3rd forward air, but 
beyond that it's retardedly easy to get out of. It is a great way to push an 
enemy around the stage, especially the fast fallers, but it's usually better 
to do the Forward Air to Down tilt to Forward Smash combo on them.

Down Air to Up Smash
Floaty chars: Works at low %
Normal chars: Works at low to moderate %
Heavy chars: Works at low to moderately high %
Fast Falling chars: Works at low to moderately high %
A nice way to set up for up air juggles, which can set up for a forward 
smash. Only prob is that it's harder to hit with a down air as opposed to 
neutral or forward air.

Down Air to Forward Smash
Floaty chars: Works at low %
Normal chars: Works at low to moderate %
Heavy chars: Works at low to moderately high %
Fast Falling chars: Works at low to moderately high %
This is pretty hard to do and is situational. Most of the time I hit with 
this it isn't a true combo, but I do believe it is a true combo if you do it 
perfectly. It seems to work if you down air almost while being directly above 

Up Air to Forward Smash
Floaty chars: Works at low and at moderately high to high%
Normal chars: Works at low to moderate and high %
Heavy chars: Works at low to moderately high %
Fast Falling chars: Works at low to moderately high %
This is a nice way to land a forward smash. If they are above you, but not 
too far away and you hit them with an up air, you can l-cancel and perform a 
smash before they can regain control. It's really nice if you don't shorthop 
the up air when you attack from the ground and land behind them to prevent 
from being shield grabbed. 

Neutral Air to Forward Smash
Floaty chars: Works at low %. Possible at moderately low due to DI.
Normal chars: Works at low %. Possible at moderately low due to DI.
Heavy chars: Works at low to moderately low %
Fast Falling chars: Doesn't work on Fox, but it works on Falco if he doesn't 
tech the landing. It also *looks* like it works on CF.
Another way to fit in a forward smash. This only works at low percents 
though. Still, it can come in handy.

|                                                                           |
|                              Grab Combos                                  |
|                                                                           |

All the combos up till this point can be destroyed by crouch canceling. Grab 
combos are the safest combos you can perform in a match with Roy, but sadly 
there aren't many decent grab combos out there. The ones that are good 
though, can come in handy because they lend themselves into a forward smash!

Up Throw to Forward Smash
Floaty chars: N/A
Normal chars: N/A
Heavy char: N/A
Fast Falling chars: low to moderately low %. Can chain throw fast fallers 
with uthrow and lead into fsmash.
A great way to knock the space animals off the ledge and into edge guarding 
zone for potential early kills. Watch for DI though. It's also possible that 
the fox can shine you before you can smash, but this is unlikely. In order to 
do that he would have to not DI and shine as quick as possible.

Up Throw to Up Air to Forward Smash
Floaty chars: Works at low %
Normal chars: Works at low to moderate %
Heavy chars: Works at low to moderately high %
Fast Falling chars: Works at low to moderately high %
Another great way to work in that Forward smash! The stun on the up air 
allows you to throw out Roy's ultimate smash. 

Down Throw to Forward Smash
Floaty chars: Works at low %
Normal chars: Works at low to moderate %
Heavy chars: Works at low to moderate %
Fast Falling chars: N/A, except for edge guarding of if they don't tech.
This is a rather iffy combo. There are lots of ways out of it, but it's worth 
doing if you can pull it off. You have to definitely watch their DI, and most 
of the time they can tech it before you can hit them. For me it works best 
when used to edge guard. Just toss them with the back throw and throw out 
that forward smash.

|                                                                            |
|                               Edge Guarding                                |
|                                                                            |

Roy has a pretty awesome edge guarding game. Quick kills are one of his 
specialties. Thanks to the power of his forward smash, you will often have a 
chance to prevent your foe from making it back into the fray. It's not easy, 
but Roy has many tricks up his sleeve to handle just about every character 
(except for super floaters). Just be sure to always switch it up and use mind 
games. Roy also may have some trouble killing when you're opponent is at a 
very high percentage (because no combos will work). Just use something like 
uthrow or ftilt in those situations.
Forward Smash
The forward smash dominates for edge guarding. It's power even at low 
percents can knock many opponents outside of their recovery range. Don't rely 
on this too much, cause it's the most obvious tactic. One of the best ways to 
pull this off is by edge hogging and forcing your opponent to land on the 
stage. Once they pull off their recovery press L or R to roll back on the 
stage and SMASH the heck out of them. Rinse and repeat until finished, or 
throw out one of the many other edge guarding attacks.
Rebel581: It is very satisfying to kill an opponent with a tippered fsmash. 
Not effective, but funny and satisfying.

Forward Tilt
As Neo said earlier in the moves description this attack is not anticipated. 
Also, like I said in the moves description, it is a mini forward smash. Put 
them together and what do you have? A quicker alternative to the forward 
smash that your opponent is less likely to expect! 

Down Tilt
Many people will probably ask why I would tell someone to use the down tilt 
as an edge guard because it knocks your enemy into the sky. I will answer it 
like this, "Down tilt to Forward smash at low %." Nuff said.

Flare Blade
Muahahah! This is my FAVORITE edge guarding move, and one of my favorite 
moves in Roy's arsenal. This move lends itself to being used as an edge 
guarding tool more often than the others. It's range is great and extends 
below Roy. You can use it in many ways. One is to stand on the ledge and 
charge (not the smartest alternative due to it's obviousness), another is to 
jump out and smack them with it! I will sometimes even jump out and then jump 
back to the stage to fake my opponent into thinking I was going to flare him 
and then knock him back out again from the ledge. 

This is perhaps the most *******ly of all of Roy's edge guarding moves. It 
works VERY well against the space animals' Up Bs. It's VERY easy to do too. 
Simply wait for your opponent's recovery to hit you and counter it. Most 
recovery moves are quite strong, so the counter will more than likely 
annihilate them.

|                                                                            |
|                                 Mind Games                                 |
|                                                                            |

Mind games are VERY important to Roy's game. He is far from a tech heavy 
character, and thusly relies on playing smart. This is one reason why many 
people don't use Roy much, because mind games aren't something that are 
easily learned, and you can't really teach them. They come from experience. I 
will discuss a few of the basic mind games Roy can use, but I won't go beyond 
that. You are on your own for this part of mastering Roy, but hopefully these 
simple mind games will give you an idea of how to formulate your own.

Wave dashing
Wave dashing, while not the uber l33t end all technique that a lot of people 
seem to make it out to be, allows itself for some decent mind games. The most 
basic wavedash trick is to run towards an opponent and wavedash back. Another 
is to wavedash forward and then wavedash back.

Dash dancing
I must admit that I very rarely do this, but I have seen A LOT of people do 
it so it's worth mentioning. Dash dancing is when you run back and forth 
really quickly so that you never leave your initial dash animation. A bunch 
of dust flies at your feet and it can be somewhat hard for your opponent to 
discern your next attack. 
 Rebel581: Use this, learn it, and learn all the different ways to cancel the 
dash animation (such as wavedashing or wavesmashing)

Ever run into some guy that c-sticked like crazy? Try feinting some aerial 
attacks. It's simple, just jump towards your enemy and when you would 
normally attack jump again and jump over your enemies smash and land an 
aerial of your choice in their face.

Triangle Jumping
A form of feinting that I hear is effective, but I don't really use. You 
short hop towards your opponent and then air dodge towards the ground. The 
idea is they will flub a smash while you are still dodging and then smash 
them back.

Anti Shield Grab
If crouch canceling wasn't bad enough for Roy as it is, sheild grabbing is 
another pain in his side (as with every other character), but fear not, there 
are ways to capitalize on shield grabbers! If you short hop a nair (no fast 
fall) you can land behind your opponent. Another way is great too, but it's 
more situational. If you have an opponent in close range behind you, try 
short hopping an up air (again, no fast fall). You will land behind them and 
it's quite possible that it would lead into a forward smash. If they are hit 
by the up air then you have a free forward smash.

Roy Tippers
Although they are weaker, it's a good idea to learn the maximum range of 
Roy's attacks. Even when weakened a lot of his moves are still able to have a 
lot of knockback and power. Down tilt, down smash, flare blade (actually 
better at the tip), neutral A, forward tilt, DED, neutral air, back air, up 
air, and hell, sometimes even forward air still work very well at the tip 
under the right circumstances. The last thing an advanced player would expect 
from Roy is the range of Marth (although I think Marth has better range, but 
the whole debate over Roy's sword versus Marth's huge hands is something I am 
not sure about at the moment).

|                                                                            |
|                                 Stadium                    (Content By XIF)|
|                                                                            |

|                                                                            |
|                            Break the Targets                               |
|                                                                            |

1: jump SLIGHTLY right and aerial forward A, drift right
2: up B as you get close to bottom boxed target, land on top
3,4: when you land, walk right if needed, and forward B moving target and top
boxed target
5: turn around, full double jump up B target and land on platform above.
6,7,8: jump left, land, dash jump left aerial forward A, drift left, midair
jump above top flipper, forward B next 2 targets while drifting left.
9,10: as you get slightly below last 2, up B both
Target time: 8 to 9 seconds

1,2: single jump slightly right, aerial forward A, drift right, forward B
bottom boxed target, rejump ontop.
3,4: walk right if needed, forward B moving target and top boxed target.
5: turn around, full double jump up B target and land on platform above.
6,7,8: dash jump left, wave dash left, dash jump left AFA, drift left, AFA
next 2 targets.
9,10: as you get slightly below last 2, up B both
Target Time: Low 8's. high to mid 7's

1,2: single jump slightly right, aerial forward A, drift right, rejump and at
same time aerial forward A bottom boxed target, land and l-cancel.
3,4: forward B moving target and top boxed target.
5: turn around, full double jump up B target and land on platform above.
6,7,8: dash jump left, wave dash left, dash jump left AFA, drift left, AFA
next 2 targets.
9,10: as you get slightly below last 2, up B both
Target Time: 6.10

For non-pro videos go to:
For The Pro video go to:

|                                                                           |
|                             Home-Run Contest                              |
|                                                                           |
(Big thanks to Sskeeto)

Bat Drops
Bat Drop Up+A 

Stand right next to the Sandbag. Jump, a little bit after the peak of the
jump, press "z" to drop the bat. Wait until you are about to touch the ground,
then press up+A. The single jump combo will do 25% damage max.


Forward-Facing Bat Drop Down+A

Stand right next to the Sandbag. Jump, at the peak of your jump, drop the bat.
Wait a quarter-second and right before your toes touch the top of the Sandbag
to press down+A. The single jump combo does 22% damage max.


Backward-Facing Bat Drop Down+A

Stand right next to the Sandbag and facing away from it. Jump, and at the peak
of your jump, do a small jump. Immediately drop the bat. Wait a half-second,
then fast fall and press down+A. The combo does 27% damage max.

1. Grab the bat
2. Dash to the right, jump, throw the bat up
3. Fast fall, charge an up+A, let go a second after the bat appears on the
4. Jump, press "z" to catch the bat in mid-air and throw it up
5. Fast fall, charge an up+A, let go a second after the bat appears on the
6. 41% or 50% Flare Blade
Bull's-eye: 2200+ feet (680+ m.)

1. Grab the bat
2. 2 bat drop down+As
3. 2 bat drop down+As (weak hits)
4. Jump to the Sandbag's right, drop the bat
5. 41% or 50% Flare Blade
Bull's-eye: 3500+ feet (1060+ m.)

1. Grab the bat
2. Do 5 backwards-facing double jump bat drop down+As
3. 1 Bat drop up+A (141%)
4. 41% flare blade (182%)
Bull's-eye: 5800+ feet (1760+ m.)

For World Record video see:

|                                                                           |
|                               10 Man Melee                                |
|                                                                           |

1,2: turn left but kept to right of bottom frame, sweet spot up B bottom and
right frame, land on right platform
3,4,5: dash off left, land back to where you were, sweet spot up B new bottom,
new right, and the beginning frame that came from the top left. Land back as
you did after 1 and 2.
6,7,8,9,10: go to very left edge of right platform, face right, as last frame
appears, and starts to move, sweet spot up B to left, killing remaining the

Target Time: 6.55

For World Record Video, see:

|                                                                            |
|                             Closing Thoughts                               |
|                                                                            |

I have covered everything I can think of at this moment to the best of my 
abilities, and thusly I am proud of this guide. There are a few things I wish 
I could add too, such as the Mind games section and what not. My original 
concept was to get a few of the pros' basic mind games and post them up so 
people can take those ideas and run with them. This didn't work out due to 
the fact that they don't want to give their game away, and that is definitely 
understandable. Anyways, in a way it balances out because it will force a Roy 
player to learn on his own and not rely completely on this guide. My goal 
with this guide was to perhaps convince more players to take Roy seriously. 
It definitely wasn't meant to make a ton of people who all played Roy the 
exact same way. Once again I definitely encourage experimenting and practice! 
It's the surefire way to get better. Also, learn how to do all of the 
advanced techniques! L-canceling and short hopping are a MUST. They aren't 
all that hard to learn either. I also advise people to learn how to wavedash. 
A lot of good players don't wavedash and still do well, but to simply not 
learn it and dismiss it is just a copout. Try everything. Try things that 
don't work. Keep the things that you like and work, and drop the parts that 

One last thing. It's going to sound really obvious, but I am continually 
amazed out how many people don't do this. ALWAYS KEEP YOUR EYE ON YOUR 
OPPONENT! There is no need to focus on your character. You should know what 
you are doing without having your eyes directly on your character. Keeping 
your eyes on your opponent will allow you to understand how your opponent 
plays and from there you can counter their play style.

|                                                                            |
|                        Credits and Special Thanks                          |
|                                                                            |

I very much appreciate the 3 Roy experts that helped me construct their 
guide. Without their guidance you would only have been stuck with my input, 
which is a far cry from the knowledge these great players have provided. 
Thanks Azen, Mow, and Neo!!

I also appreciate others whom have pointed out things I have missed or new 
strats and techniques after the guides initial release. Thanks Sengin and 

I would also like to thank whom supported my efforts in making this guide. 
They kept asking about or telling me to keep up my efforts on the throughout 
the duration of the project. Thanks Fluffy, Punkmonkey, Mow, Twig, and Sober.

I thank all of you who have read my guide and have learned from it, because 
my hopes with this is that there will be more and better Roy players out 

And lastly, one special thanks goes out to Kenshin, for his initial hazing on 
AIM back in the day got me riled up enough to practice my *** off and become 
a decent smasher. Thanks Kenshin.

And for the newest update done by me, Rebel581, I thank the people on 
GameFAQs who created the newb FAQ, SuperDoodleMan for creating his large 
frame list for everyone to use, and the Roy experts again for helping with 
the Roy FAQ again.

XIF: I thank myself for taking the time and effort to format this ;_;  I get 
no respect I tell ya.