Super Smash Bros. Brawl/Roy (Project M)

Roy, along with Mewtwo, makes his amazing comeback in Project M, after having been inexplicably and unjustly cut from Brawl. As with Mewtwo, Roy's moveset has been buffed from Melee to PM.

Roy's archetype is unique amongst the fighters; while he is rather nimble, he has a number of powerful attacks and finishers, making him one of the strongest lightweights in the game. His amazing power and range, combined with above average speed, makes him a versatile character for you to get the hang of.

Roy's ground game is one of the biggest strengths within him. His side smash is considerably his most reliable finisher of his attacks, being a fast and powerful attack with great KO potential should he sweetspot it. His other two smash attacks are also very powerful are good finishers. He also possesses good edgeguarding potential, as his Flare Blade (neutral special) is reliable at gimping and ultimately, KOing those who attempt to recover.

Keep in mind that Roy still has his flaws, even with the buffs he received. His low weight, while making him not very easy to combo horizontally and impossible to combo with Fox's shine (since it knocks him down instead of pushes back), makes him easy to KO horizontally as an exchange. He is, however, susceptible to vertical combos as a result of his high gravity and falling speed. Additionally, Roy possesses one of the worst recoveries in the game, which is, again, exacerbated by his high gravity and falling speed, though he can use the his side special, the Double-Edge Dance, to aid himself in recovery, as each usage of the first hit bounces him slightly, similar to Marth's Dancing Blade; even when this is used, it still remains as among the worst recoveries in the game. Roy can be conclusively considered as a glass cannon as a result of his combination of powerful attacks and ease in being comboed and KO'd in general as a result of being an easy-to-combo lightweight with a lackluster recovery.

Basic Attacks

 * Swings his sword once.
 * Lunges forward and swings his sword at a diagonal angle. Great for combos.
 * Thrusts sword forward.
 * Swings his sword overhead. Unlike Marth, Roy starts from behind.
 * Stabs front from below. One of Roy's primary combo starter tools.
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 * Thrusts sword forward.
 * Swings his sword overhead. Unlike Marth, Roy starts from behind.
 * Stabs front from below. One of Roy's primary combo starter tools.
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 * Swings his sword overhead. Unlike Marth, Roy starts from behind.
 * Stabs front from below. One of Roy's primary combo starter tools.
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 * Stabs front from below. One of Roy's primary combo starter tools.
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Smash Attacks

 * Does a strike to the ground with his sword after rotating 360 degrees. It is fast and his primary finisher, as with Melee.
 * Flame Sword||Thrusts sword above as it ignites in flames, dealing multiple hits. This attack can spike with the tipper during the first few frames.
 * Does a burning spinning sword sweep to the ground that instantly covers both sides.
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 * Flame Sword||Thrusts sword above as it ignites in flames, dealing multiple hits. This attack can spike with the tipper during the first few frames.
 * Does a burning spinning sword sweep to the ground that instantly covers both sides.
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 * Does a burning spinning sword sweep to the ground that instantly covers both sides.
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Pummels and Throws

 * Knees the opponent
 * Chucks his opponent above him, and it is good for chaingrabs against fast-fallers
 * Throws his opponent downwards behind him, which is a good combo tool
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 * Chucks his opponent above him, and it is good for chaingrabs against fast-fallers
 * Throws his opponent downwards behind him, which is a good combo tool
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 * Chucks his opponent above him, and it is good for chaingrabs against fast-fallers
 * Throws his opponent downwards behind him, which is a good combo tool
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 * Chucks his opponent above him, and it is good for chaingrabs against fast-fallers
 * Throws his opponent downwards behind him, which is a good combo tool
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 * Throws his opponent downwards behind him, which is a good combo tool
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Air Attacks

 * Spins a few times.
 * Swings sword forward. Very good with combos.
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 * Swings sword forward. Very good with combos.
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 * Swings sword forward. Very good with combos.
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Special Attacks

 * Flare Blade||Roy strikes his sword downwards in flames, dealing decent damage and knockback when uncharged; when fully charged, it deals massive knockback, making it an OHKO. This is one of Roy's best edgeguarders.
 * Double-Edge Dance||Roy does a sequence of sword swings that differ in version depending on the direction you tilt the analog stick.
 * Blazer||
 * Counter||As with Melee, this move will deal 1.5x the damage of a countered attack, making it powerful against strong moves like Falcon or Warlock Punch.
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 * Double-Edge Dance||Roy does a sequence of sword swings that differ in version depending on the direction you tilt the analog stick.
 * Blazer||
 * Counter||As with Melee, this move will deal 1.5x the damage of a countered attack, making it powerful against strong moves like Falcon or Warlock Punch.
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 * Counter||As with Melee, this move will deal 1.5x the damage of a countered attack, making it powerful against strong moves like Falcon or Warlock Punch.
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 * Counter||As with Melee, this move will deal 1.5x the damage of a countered attack, making it powerful against strong moves like Falcon or Warlock Punch.
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Taunts

 * Thrusts his sword in front of him.
 * Holds his sword in front of his face, then swings it.
 * Twirls his sword and strikes a pose while saying "Hya!". Same taunt as the one from Melee.
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 * Holds his sword in front of his face, then swings it.
 * Twirls his sword and strikes a pose while saying "Hya!". Same taunt as the one from Melee.
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 * Twirls his sword and strikes a pose while saying "Hya!". Same taunt as the one from Melee.
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Final Smash
Critical Hit involves Roy