Overview
Fitting the glass cannon archetype, Roy's strengths are his raw damage output, speed, and extreme priority for some of his moves. He's essentially a rush down fighter (playing more emphasis on offence) using the SoS's fire projectiles for zoning capabilities, making him good at pressuring. While having this luxury, however, Roy has trouble keeping his feet on the ground. He suffers from high end-lag for various moves (Standard, Aerials, Smashes) as well as having some of the worst defences. His recovery isn't too great either.
In FE6, the Sword of Seals is a two-handed broadsword that can create fire projectiles and heal the wielder. In retrospect, is really doesn't make sense for Roy to be a semi-clone of Marth, as broadswords handle differently than rapiers (see Marth's swordplay versus Ike and Link's). To get a feel, Roy swings his sword with two hands similar to Ike for some standard attacks. Roy also drops his sweetspot/sourspot mechanic that he has in Melee (due to simplicity sake I'm leaving it out. I know it could work if implanted properly). Essentially, Marth is the only one with that gimmick.
Moveset
B - Heatwave: Swings his sword and shoots out an arch-shaped flame that quickly travels whatever direction Roy's facing. The longer the move is charged, the stronger it becomes (the move can be stored like Samus' Charge Shot).
Fully charged: The SoS becomes ignited in red flames. Roy swings his sword as seen in his source game and a more powerful flame travels. If an opponent makes contact with Roy's sword during the initial release (the animation when Roy swings his sword), opponents will take horizontal knockback. If the shooting flame itself gets into contact with anything (opponent, intercepting projectile, wall, etc), a small explosion will happen, damaging anyone caught in its radius.
Small explosion + swing animation
B > - Aethon Dance: An altered Double-Edge Dance (DED) with Roy being able to backflip at any point and charge at an opponent. For simplicity sake, the move will be divided into two "phases", similar how PK Thunder is divided into:
PKT1: The initial release of PK Thunder where you control the bolt.
PKT2: The attack where Ness/Lucas is blasted as a result of PK Thunder hitting the user
Aethon Dance will be divided into:
AD1: The combo-like sword dance similar to Dancing Blade or DED. However, there are a few alterations
AD2: The backflip Roy does (at any part during AD1), as well as a fiery dash in the direction he's facing
AD1 has basically the same combinations/controls as DED. AD1^3 (3rd hit up) retains DED^3's spiking ability like in Melee. See
here
At any time during AD1, you can input AD2: Roy will do a quick backflip (with the input of whatever button). Once back on the ground, Roy will ignite his sword, and dash forward (over a reasonable distance), dragging the SoS along the ground. The sword being dragged creates a fiery trail behind Roy, lasting for a couple of seconds. Anyone caught in the fire will take damage.
During the dash, if Roy gets near an opponent, he will swing his sword upwards, slashing the opponent (like some sort of flaming uppercut). This sends the opponent flying upwards.
*** AD1 and AD2 could work as two separate moves as well. However, I've kept them together for this moveset ***
Notes on Aethon Dance
- AD2's dash attack can only be cancelled before Roy starts to dash
- Roy will do a front flip if the opposite direction Roy is facing is tapped as soon as AD2 is used
- AD1 4th hit will not have any knockback and initial damage. Instead, if successfully hit (the fourth hit is the hardest to land successful), it will "trap" the opponent in a flaming pillar (damage slowly goes up until released; similar to Flower status), essentially stunning the opponent for a couple of seconds
- The backflip is based on Roy's backflip animation in SoS. See
here
- AD2 cannot be used in the air
B v - Sol: Similar in FE6, Roy holds his sword upwards, as it emits a shining light. He slowly heals himself (think Ivysaur's Synthesis in Project M) up to a reasonable amount.
Healing animation
Fully healed: Roy's sword shines bright yellow and can release a fireball (by pressing B v again). This attack can be slightly aimed up or down and goes through multiple opponents, damaging and burning them. The fireball starts off doing good damage. However, for each opponent the move passes through, the hit box becomes bigger and does more damage + knockback to the next opponent.
*** Roy could also have a gimmick similar to Ivysaur in Project M; for every time any opponent is "burned" from different attacks (instead of damaged in Ivy's case) it adds to an invisible meter. Once filled, pressing B v will release the same projectile you get from a fully healed Sol ***
B ^ - Flare Warp: Similar animation to Marth and Ike's entrance, Roy teleports over a small distance (think Sheik's recovery). When Roy travels from point A to point B, a stream of fire follows behind him, lasting until Roy re-appears. Anyone caught in the fire will flinch.
Final Smash: Flames of Torment
Roy summons two dragon-shaped flames on both sides of him. They travel upwards, twisting around each other. This creates a fire vortex around Roy. Anyone caught will be trapped in a mini vortex. Once the flames reach a certain height, they part, diving downwards; one towards Roy's left, and the other towards his right. Once near Roy's position, the flames then travel horizontally until they reach the left and right blast zones. Anyone caught in this phase will receive heavy damage and get pushed horizontally with the flames (think Mario's FS).
Notes
- Roy is helpless until the flames part at the certain height
- Opponents trapped in the mini vortex will be released once the flames start to travel horizontally
- The SoS was used by Hartmut to help seal away Idenn. This ability is referenced through the vortexes (FS) and fire pillars (AD1 4th hit), as the opponents are basically "sealed" away for a couple of seconds.