Double-Edge Dance performs similarly to Dancing Blade, so it possesses good speed, and is essential to Roy's approach when fighting. When using, Roy can perform up to 4 hits, and can change the combo of each by tilting, resulting in 18 different combinations..
Super Smash Bros. Melee
The first two hits are weak, but come out fast regardless of input, though they can be crouch-cancelled.
The third combination requires precise timing to use, but can prevent opponents from crouch-cancelling: upward hit has a meteor smash hitbox while knocking grounded opponents upward, neutral hit can KO at high percentages, and downward hit produces a flame effect and knock opponents over.
The final hit requires precise timing to execute, but deals the most knockback sans the downward input: upward hit has high vertical range, neutral hit has high horizontal range, and downward hit results in multiple stabs, making it a good damage racker.
Super Smash Bros. for Nintendo 3DS and Wii U
Double-Edge Dance received the same animations as Dancing Blade did in Brawl, making the final two hits much easier to perform due to requiring less precision. The third downward input that produces the flame effect has been moved to the final downward hit, while the third hit produces less knockback, making the chaining of the two inputs much easier. The first imput is less reliable for recovery, and the third upward input lost its meteor smash properties.Overall, because of Roy's hilt sweetspot, using Double-Edge Dance racks more damage than Lucina and Marth, making it more reliable as an approaching move and finisher.
|Roy's Special Moves|
|Standard Special||Flare Blade|
|Side Special||Double-Edge Dance|
|Final Smash||—||Critical Hit|
- The first two hits of the combo come out no matter how fast the player presses the buttons. For the third and fourth hits, the player must wait a few frames in between button presses, or else Roy will not perform the attacks. Due to this, the opponent can counter-attack or roll away after the first and second hits if they manage to shield or crouch cancel them.
- If the player uses the Up variation as the third hit, it will act as a Meteor Smash. A useful combination when the player has got their opponent near the edge is: Forward, Up, Up. The second Up is a mini launcher that sets up for the Meteor Smash. However, if the opponent is expecting the move, it is easily Meteor Cancelled.
- Using Forward as the third hit provides more knockback than the other third hits. All of the fourth hits have even higher knockback, with the exception of the Down. The Down attack, however, is useful against crouch-cancelers, and also helps to eat away a shield.