If you’re looking for the Koopaling and searched for “Roy” instead of “Bowser Jr.” for some reason, you’ve got the wrong character! The Bowser Jr. / Koopaling amiibo training guide can be found here.
Super Smash Bros. 4 was a sad time for Roy. In fact, he didn’t even make the cut at first! He was brought back as DLC, but was often seen as an inferior semi-clone of Marth and Lucina. Plus, Roy’s reverse tipper mechanic was kind of dangerous; it forced him to get up close and personal with fighters you really don’t want to get up close and personal with. Things are looking up for Roy in Super Smash Bros. Ultimate, though!
Thanks to MiDe for contributing Roy’s training information! Feel free to check out their YouTube channel by following this link.
As a Figure Player, Roy was rather troublesome in Super Smash Bros. 4. Sure, his Counter move was one of the strongest of its kind, and his smash attacks could KO at early percentages, but Roy had a bunch of noticeable flaws, too. His AI couldn’t always utilize all four hits of its Double-Edge Dance attack, and would occasionally attack with its up special for no discernible reason. A poor recovery didn’t help much, either.
Luckily, many of Roy’s weaknesses have been patched up in Super Smash Bros. Ultimate. No more whiffed Double-Edge Dance attacks! No more random up specials! Unless you want him to, that is. Unfortunately, Roy’s recovery is still pretty shaky. And the fact that Ultimate has made off-stage play good (in the context of amiibo training) is certainly a further detriment.
Marth and Lucina were among the best Figure Players in Smash 4, but they fell off hard in Ultimate. Now more than ever, Roy has a chance to shine and make a name for himself! We’ve got a wiki page on Roy with additional information, too, so be sure to give it a read if you haven’t done so already.
If you’re going to equip your Roy amiibo with a Spirit team, try figuring that all out before you start training. If not, that’s fine too. Just keep in mind that Spirits – when inherited – scramble a Figure Player’s training data and shift around their individual move priorities. It’s been years since Ultimate’s release and we still don’t know why the developers do this.
Roy is neither noticeably light or significantly heavy, so the “big five” are just about average on him. Super Armor can help Roy stand his ground and stay off-stage, while Armor Knight and Trade-Off Ability ↑ can turn him into a defensive juggernaut. Great Autoheal isn’t as useful given that Roy kind of needs to be up close to deal the most damage possible.
In terms of other options, Roy’s got a whole bunch to choose from. You can select from – in no particular order – Weapon Attack ↑, Jump ↑, Move Speed ↑, Trade-Off Ability ↑, Hyper Smash Attacks, or Fire & Explosion Attack ↑. And as usual, stats aren’t too important as long as your Figure Player has them at all. A balanced spread (2100 / 2100) is usually the way to go.
For best results, try mirror matching your Roy amiibo all the way to Level 50. That means you’ll need to play as Roy, even if you aren’t very good with him. Something else to note here: Figure Players can’t actually tell which character you’re playing as because they don’t save any kind of matchup experience. Don’t worry about training it against any particular fighter; just play as Roy and you’ll be all set.
To train the most optimal Roy amiibo, we’re going to be employing something called the Musket Method (which was originated and popularized by MiDe). The method itself is named after MiDe’s Lucina amiibo, which just so happened to play its matches in a really specific way. Basically, the Musket Method involves walking and attacking. Which means no running. Or jumping. Only walking.
When the battle starts, slowly but menacingly approach your FP. From there, you can either poke with a bunch of down tilts or go for greater damage with a forward smash. Forward tilt can be used every once in a while, too. And that’s the general jist of the method! Of course, if you’re training your Roy amiibo specifically to fight human opponents, you might not want to employ this strategy.
When launching your FP off-stage, just wait at the edge until it recovers (or dies trying). Roy’s recovery isn’t quite as strong as Marth or Lucina’s, which makes off-stage play risky. You could go for a forward or back air as long as you don’t go too far away from the ledge, but that part’s up to you. It’s a risk: by going off-stage, you’re giving Roy a chance to end a stock early, but at the same time, he is left vulnerable to having his stock ended early.
Thanks so much for reading, as always! You’re probably figuring out that “optimally-trained” Figure Players play kind of lame… and they do! That’s the fun of training amiibo. You’re aiming for consistency, because AI opponents can’t tell if their enemy is spamming a move or not. If you have any questions that weren’t answered here, feel free to join our Discord server and ask! Thanks again to MiDe for contributing Roy’s training information. Don’t forget to check out their YouTube channel if you want to see a bunch of neat amiibo clips!
If you would like to read more amiibo training guides, please follow this link.