Roy (v1.5) by DeluxeGamer705
From: Fire Emblem
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Fire Emblem was probably the most unexpected franchise to be represented in Melee when the two stars, Marth and Roy, were included in the game.
Roy in Melee is a clone of Marth, being slightly lighter, slower and not being good in aerial combat. Sadly, these things resulted in Roy
shockingly being considered as one of Melee's least viable characters, as despite having some neat stuff, such as a fire sword and an up B
that can one-shot some lightweights, his slow playstyle and him having trouble KOing and comboing made him not that viable. I eventually 
decided to make a SSBM Roy for Mugen, but more faster, more combo-heavy, and better in aerial combat.

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1. WHO IS ROY?

Roy is the main character of the 2002 video game Fire Emblem: The Binding Blade, although his actual first debut was in SSBM in 2001,
as The Binding Blade was delayed to 2002. Hailing from Lycia, one of six nations of the land of Elibe, Roy is the son of the ruler of the
Lycian noble house of Pherae named Eliwood. An upstanding and thoughtful 15-year-old young man, Roy is the youngest Lord protagonist in
the series, and has a natural proclivity to help and support others. For his age, Roy is also rather perceptive and cunning. When Roy
made an appearance in Melee with Marth, he was designed to be a slower clone of the latter, being worse in aerial combat and have some
differences, such as a fire sword, being a fast-faller, has fewer combos, and must get closer to deal more damage. While he is considered
to be one of Melee's least viable characters, this did not stop Roy from developing a loyal fanbase that is still quite large to this day,
with a good chunk of it claiming that Roy has more potential than he does currently.

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2. CHANGELOG

-v1.5 (August 9, 2025)
 *[ADD] Finisher. Needs 300 HP or less and 3000 power to be used.
 *[EDIT] Light and medium normals received some changes:
  *[EDIT] Light normals amount was reduced from 3 to 2, but there's a catch - you can now cancel any of them during the final frames, which
  can be useful for small, slightly tricky combos.
  *[EDIT] Medium normals amount was increased from 2 to 3.
 *[REMOVE] EX version for Dragon Killer.
 *[ADD] Chargeable versions for Flame Sword and Dragon Killer.
 *[BUFF] Roy has received new combos, being able to cancel specials into different ones!
 *[NERF] Roy's gravity is higher, and as a result, his aerial game is inferior than before, but still (hopefully) better than it is in Melee.
 *[EDIT] Super jump is no longer a combo tool, giving him less MvC-like mechanics.
 *[EDIT] Crouching hard normal is now a move that trips the opponents instead of launching them up.
 *[CHANGE] Triple Crouch Slash was replaced with Blazer Barrage, a stronger version of Blazer that is basically Roy's version of Shoryureppa.
 *[EDIT] Readme style has been heavily changed.
 *[BUFF] Roy now can chain light normals into hard normals.
 *[NERF] Due to Charging Slash's invincibility, its damage output was reduced.
 *[BUFF] Roy now can block while running.

-v1.4 (March 23, 2025)
 *[EDIT] Adjusted the A.I. further, now being more aggressive!
 *[NERF] Roy's defence stat has been lowered from 100 to 85, making him a bit of a glass cannon given his long range.

-v1.3 (March 1, 2025)
 *[EDIT] Revamped gameplay and combo system - Roy now only uses three buttons for normals, though there's a catch - you can now chain a light
 normal into another light normal into ANOTHER light normal, which can be also chained into a medium normal into a medium normal and then a 
 strong normal, though this only applies to standing normals. However, you can now chain a strong normal into a crouching normal for comboing
 as doing so will move Roy forward a little.
 *[ADD] Chain normals which occur if you cancel a light/medium normal into another light/medium normal. To be more specific, the new normals
 are two more light normals and one more medium normal.
 *[EDIT] Dodges and the power charge now use their unique buttons, using A for dodges and B for the power charge.
 *[FIX] Some sprite errors that caused some an oddity in some palettes.
 *[ADD] "Danger!" message. This shows up when Roy's HP is down to 300 to alert the player that he'll be K.O.'d soon if he doesn't K.O. his 
 opponent.

-v1.2.5 (January 31, 2025)
 *[EDIT] Counter has been reworked:
  *[EDIT]  It now uses ReversalDef instead of HitOverride. This fixes an oddity where Roy would get hit and still flash even if he's countering
  the attack.
  *[EDIT/NERF] A third frame was added which removes a hitbox for the ReversalDef, reducing the duration on how long Roy has the time to 
  counter.
  *[NERF] Instead of dealing 1.5x the damage of the countered move, it now deals 95 damage instead. This heavily makes it no longer an OHKO 
  against ultra strong moves that deal like 700 damage or more.
 *[BUFF] EX Flare Blade now deals slightly more damage.

-v1.2.1 (January 2, 2025)
 *[REMOVE] Due to issues with low parrying that cause Roy to stand mid-air after performing Blazer, it was removed completely. This will be
also done for my other characters that will receive parrying.

-v1.2 (January 1, 2025)
 *[ADD] New mechanics: Parry and Air Dash.
 *[ADD] Guard Cancel.
 *[ADD] Hyper Combo Finish.
 *[EDIT] New palette selector graphic.
 *[FIX] One sprite in Blazer's explod was misplaced.
 *[EDIT (Not documented until v1.2.5)] Guard sound was changed.

-v1.1 (November 8, 2024)
 *[ADD] New hitsparks. Specials and hypers have different ones insteadof reusing the ones for normals!
 *[EDIT] A.I. adjusted.
 *[EDIT] *One colour in the eighth palette was altered slightly.
 *[EDIT] The animation for the opponent getting hurt during the throw was altered.

-v1.0.1 (August 28, 2024)
 *[FIX] Lower Stabs were not blockable while airborne even though they should be
 *[FIX] All typos from "airbone" were corrected to "airborne"
 *[FIX] The third palette had a small oversight.

-v1.0 (August 27, 2024)
 *FIRST RELEASE*

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3. GAMEPLAY

-MAIN GAMEPLAY-
Roy is a character who mainly focuses on comboing with melee attacks that are disjointed thanks to him using the binding blade, a sword.
Roy does not have any projectiles in his arsenal, being limited only to melee attacks, although they can give him more combos, especially in
the corner. In addition, Roy has two specials which can be charged, having the same properties but more damage and knockback. His throw's
hitbox is quite unique, being larger and can be used as an easy get-off-me tool due to it being a frame 1 move.

Some of his moves are encased in square brackets ([ ]) as seen in this readme. These mean that the button (mainly a directional input)
must be held down for the move to be performed. Some specials also come with an EX version, a stronger version that requires 500 power and
gives some longer endlag, and EX moves require two buttons to be pressed.

-COMBOS-
Because Roy is not that excellent when it comes to airborne combat, he is restricted to ground combos. That said, Roy can easily
perform high combos by being able to chain normals into stronger normals, specials, hypers, and even being able to cancel specials
into hypers. Due to his range, it is easy for him to start a combo from a distance. Note that because of his lack of airborne
hypers, comboing a move into Blazer or Reverse Blazer will end the combo.

-MECHANICS-
Roy has a few mechanics to go through. One of them is a dodge, performed with A (light kick for normal characters). When he performs it,
he does not get hit from melee attacks and projectiles, giving him a defensive tool, unless he is hit by a throw (which WILL hit him, so
don't be surprised when he is hit by a grab for example if she's dodging!). The second one is a power charge, performed with B (medium kick
for normal characters). Doing this will cause Roy to gain power if the button is held, which will give him faster access to EX specials
and hypers, though this comes at a cost of not allowing him to move, so make sure you don't abuse it too much. The third one is parrying,
performed when you walk forward just before the opponent's attack makes contact, and this mechanic has an airborne version. When performed,
Roy negates all damage the opponent's attack would do to him, while providing small invincibility to not be hit while parrying. Another
one is an air dash, performed by pressing forward twice to do a forward one and vice versa. This does not give him any unique properties,
but allows him to cancel it into any of his normals, while giving him more air control. And lastly, he has a super jump, performed by 
pressing X+Y+Z at the same time. This is mainly a defensive mechanic where he can avoid certain attacks that he might not really be able to 
avoid by air jumping, though this is character-dependant.

-MOVELIST-
SPECIALS:

Flare Blade: D, DF, F, X/Y/Z
- Roy holds the Binding Blade over his head and does an overhead slash. This one normally has two versions - light and hard. The light version
causes soft knockdown for airborne opponents, while the hard version deals hard knockdown at the cost of slightly increased endlag. Cannot 
be blocked while airborne.
 - EX version: Causes a wall bounce, but has more endlag.

Blazer: F, D, DF, F, X/Y/Z
- Roy soars upwards with his sword engulfed in flames, causing hard knockdown on every hit. Cannot be blocked while airborne and is a great
combo tool. It also gives Roy invincibility during startup. Can be used while airborne.
 - EX version: Increased horizontal distance.

Reverse Blazer: B, D, DB, B, X/Y/Z
- Similar to Blazer, except that Roy soars backwards. This move has strong vertical knockback, making it a pseudo-launcher and it causes
hard knockdown, though it must be done close to the opponent, but it deals slighty more damage. Can be used while airborne.

Flame Sword: D, D, X/Y/Z
- Roy thrusts his sword upwards with fire effects. Throws the opponent onto the other side. Causes hard knockdown on every hit, but it has a
little endlag. Good combo tool.
 - Chargeable version: Final hit deals more damage and more knockback.

Counter: D, DB, B, X/Y/Z
- Roy defensivelly holds his sword over his left forearm before countering the attack if he gets hit during the counter's animation (not the
endlag). The successful counter causes hard knockdown.

Dragon Killer: B, F, X/Y/Z
- Roy does a strong arc-like swing from his head to the ground, hitting the opponent with his sword. Can be a decent combo tool and causes a
wall bounce.
 - Chargeable version: Has more knockback, cannot be blocked while airborne.

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HYPERS:

Lower Stabs: D, DF, F, D, DF, F, X/Y/Z (uses 1000 power)
- Roy does a a flurry of lower stabs, causing hard knockdown on the final hit. Automatic combo move and can only be blocked while crouching
or airborne due to Roy crouching during the attack.

Charging Slash: D, DB, B, D, DB, B, X/Y/Z (uses 1000 power)
- A stronger version of his standing Z where Roy slashes the opponent with his sword while going forward, gaining him invincibility during 
dash, but dealing mediocre damage. Causes hard knockdown.

Blazer Barrage: D, DF, F, D, DB, B, X/Y/Z (uses 2000 power)
- A stronger version of Blazer where Roy performs it thrice, with the third one making him soar upwards higher, pretty much being Roy's version
of the Shoryureppa. Great combo tool.

Fully Charged Flare Blade: D, DB, B, D, DF, F, X/Y/Z (uses 3000 power)
- Similar to Flare Blade, except that it takes 5 seconds for Roy to charge it before slamming the ground, causing an explosion. Deals 
massive regular damage and high chip damage, but it also deals 100 recoil damage to Roy.

-FINISHER- 
Finisher is an unblockable move that is performed by crouching thrice and pressing X+Y+Z. The move covers the entire screen, dealing almost 
enough damage to K.O. the opponent if at full HP, and can only be performed after the "DANGER!" message appears, while giving them full 
invincibility during its duration. 

Roy's finisher - Explosive Slash:
Inspired by Chrom's final smash in SSBU, Roy dashes forward to slash the opponent and trap them. He then performs two rolls backwards,
which make him move away faster than the regular rolls. He then charges himself and begins to flash much like in Fully Charged Flare
Blade, albeit much faster, before dashing forward, resulting in an explosion that knocks each opponent down. Note that the first hit 
deals no damage; only the explosion does.

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4. PALETTES
Roy has a total of 12 palettes, all of which can be selected if you press a different button when you're at the character select screen.
Note that palettes 7-12 can only be selected if you hold start (which is used for the taunt). However, Roy comes with a palette
selector, which allows the player to select any of the 12 palettes, which can be helpful if they change their mind before the match
can start. Below are the palettes:

A: Normal (Default)
B: Red
C: Blue
X: Green
Y: Gold
Z: Original
Start+A: Marth
Start+B: 8-bit
Start+C: Reverse
Start+X: Awakening
Start+Y: Chrom
Start+Z: Eliwood

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5. NOTES

-THINGS YOU CAN DO WITH HIM-
 1. Make a match with him.
 2. Share it with your friends/fans in case you would want them to gain a potential interest in the Fire Emblem series or Roy's game.
 3. Give him an A.I. patch if you want his A.I. to be stronger. No permission needed, though credit will be still appreciated. :)
 4. Create additional palettes for him, in case you would want more variety or have your own palettes.
 5. Send me feedback if there are any oddities, oopsies, or bugs, especially that can affect his gameplay.

-THINGS YOU CANNOT DO WITH HIM-
 1. Make NSFW/18+ edits (this includes vore edits.).
 2. Bash him (it's a waste of time. There are better ways of using your time rather than bashing. This isn't the 2010s anymore anyways).
 3. Make spriteswaps or paletteswaps of him, because doing them is laziness and is disrespectful.

-THINGS THAT REQUIRE PERMISSION-
 1. As I tend to have trust issues with some Mugen content creators, editing him requires permission from me. Note that what can be edited
 are combos, gameplay, and other stuff, but absolutely no NSFW/18+ edits as mentioned earlier.
 2. Using codes from the character if you're creating a Mugen character yourself. It's better to learn how to code instead of steal, so
 if you would want to use some of her code, ask me first.
 3. Use of sprites in a different project.

-KNOWN ISSUES-
 1. The A.I. code is not perfect, but I tried.
 2. Some sprites might appear janky at times. Sadly, it was hard to trace the sprites and then lower them to give them pixels. :(

-OTHER NOTES-
 1. This character was made only for Mugen 1.0 and up. Older versions of Mugen will not load the character.
 2. Tested on Mugen 1.1, but still works on Mugen 1.0.

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6. INSTALLATION

Struggling with adding Roy to your roster? No worries, here's how to do it:

1. Unpack the character's folder and add it in the chars folder
2. Go to data and open select
3. Paste the following name in the character section: Roy

And here you go! Roy should now appear anytime you start Mugen.

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7. CONTACT

Found any bugs or oopsies with Roy? Then please tell me about them and I'll update him when I have time.

MFG: https://mugenguild.com/forum/profile/DeluxeGamer705-99108
MFFA: https://mugenfreeforall.com/profile/28846-deluxegamer705/
YouTube: https://www.youtube.com/channel/UCGfXpYBe143GxmRUvp8Q7fQ
DeviantArt: DeluxeTheGamer705
Twitter/X: @DeluxeGamer705
Bluesky: DeluxeGamer705
Discord: @deluxegamer705 (note that I do NOT do friend requests with randoms)

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8. SPECIAL THANKS
Nintendo: For publishing Fire Emblem and Smash Bros. games.
Intelligent Systems: For creating Roy and Fire Emblem.
Sakurai: For creating Smash.
N64Mario: For creating the template.
Sebastian: For providing me a better sprite when I showcased the one for the standing animation so that I could use some parts of it 
for other sprites. Also for suggestions for the finisher. :)
Sergio P: For giving me permission to use the explosion sprites from his edit of Claymizer's Kirby for the Fully Charged Flare Blade hyper.
PlasmoidThunder: For help with the chargeable specials' PalFX.
Kong: For ripping the slashsparks and hitsparks.
Elecbyte: For creating such a wonderful fighting program.
My fans: For supporting me and enjoying my characters.
Some people on Mugen Fighters Guild: For providing feedback for my characters.
You: For downloading him, of course.

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9. DISCLAIMER

This character was made out of love for the source media the character comes from, and therefore there's no intended copyright infringement.
This character was made for free to allow the Fire Emblem fans enjoy playing as Roy in Mugen and to let those that never heard of Roy's game or
Fire Emblem in general to gain a potential interest in the series if they were looking for new media to discover.

Don't forget to support the original creators of the Fire Emblem series by purchasing the current products!

In case you'd wanna find more of my characters, head onto my site: https://sites.google.com/view/dxgsmugensite/main-page
Note that when the "Latest update" is changed, then that means a new version was released of the character.

Thanks for reading and have a nice day! ^^
- Deluxe