Dr. Mario does no deserve a spot. Roy an dMewtwo deserve spots. Check out my Roy movesets
Roy's sword is stronger in close range (hilt) and weaker in far range (tip)
have high knockback and can KO under 150%, except his up smash.
Roy Moveset
Jab: three horizontal slashes with sword.
Dash Attack: Roy will make jump in the air and come down with the Sword of Seals with a vertical slash. 6-11% damage. A very laggy move.
Up Tilt: Roy quickly raises the Sword of Seals pointed edge to the sky (looks sort of like his up-smash from Melee). 9-4% damage
Side Tilt: Roy will do a spin kick with one of his legs, than follow with a horizontal slice with his sword. 7-11% damage.
Down Tilt: Like his down tilt in Melee. 9-10% damage
Nair- A two handed version of his Melee nair. First hit 4-6%, second hit 6-7%.
Uair: Roy simply raises the pointed end of his Sword of Seals at 45 degree angle. While this move has very limited range, it is a powerful kill move. 9-12% damage.
Fair: A faster versions of Ike’s fair in Brawl. 6-10% damage.
Bair: Roy will swing the Sword of Seals behind him in a manner similar to Link’s Up-B, which also means that it will hit the opponent that are in front of Roy when doing this attack. 6-9% damage behind and front.
Dair: Frontflips twice, thrusts sword downward, and falls. Similar to Toon Link’s dair but it has added two front flips. 5-9% damage This move is a meteor smash.
Up-Smash: Roy will perform Marth’s up tilt, followed by a strong backflip. 13-19% damage no matter where it hits. A poor KO move.
Forward-Smash: Roy will close his eyes (this is him focusing his emotions into the Sword of Seals), and the blade will become on fire. Roy will then do the same flaming sword swipe in which he does a critical in Fire Emblem 6. 14-19% tipped, 20-27% hit from hilt of sword. Stronger than Marth’s side smash.
Down-Smash: Once again, Roy will close his eyes, and the Sword of Seals will shoot a fire ball on the ground, with strong vertical KB. 15-21% damage. It has mediocre range.
Pummel: Roy will knee the foe. 2% damage
Uthrow: Roy will kick the foe upwards. It is nerfed from SSBM. 5% damage
Fthrow: Roy tosses the foe forward. This is good for tech chasing. 4% damage
Bthrow: Roy kicks the foe behind him, poor for tech chasing. 6% damage
Dthrow: Roy tosses the foe downward and stomps on them. 7% damage
B: Flare Blade: The same move Roy had in Melee, but it is now a thrust, and lost his edgeguard abilty. 6-50% damage
Up B: Pillar: Points sword upward and rises on a pillar of flames. 13% damage, but poor vertical or horizontal recovery combined with his extremely fast falling speed makes it rather unreliable for recovery and a better out of shield option.
Side B: Holy Fire: Roy charges the Sword of Seals directly in front of him, and a white fire ball will shoot out. It has the worst range of a projectile, and it has long start up lag. If it hits a foe, it will cause a huge explosion with a HUGE hitbox. It has low knockback though. 11%
Down B: Recover: Roy will hold the Sword of Seals in the same position as he did with Counter in Melee. Two flames rotate around Roy. It he is struck while in this pose, he will heal 25% of the total damage and deal 75% of the total damage. For example if Roy was hit by Marth’s uncharged tipped side smash (which does 20% damage), he would heal himself 5% and deal 15% damage to Marth.
Final Smash: Great Balls of Fire: This Final Smash is self-explanatory. Roy will push the Sword of Seals into the ground, then get on one of his knees, and close his eyes. It will look like Roy is praying. Then, fire meteors starts shooting out diagonally from the top-left corner of the screen down toward the arena. The balls of fire don’t have much knockback, but are hard to avoid. The fireball onslaught ends after 20 seconds. Afterward, Roy will pull the Sword of Seals out of the ground and get on with the fight.